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Add LoadAborted() event
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@ -93,10 +93,15 @@ namespace osu.Game.Online.Multiplayer
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Task UserModsChanged(int userId, IEnumerable<APIMod> mods);
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/// <summary>
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/// Signals that a match is to be started. This will *only* be sent to clients which are to begin loading at this point.
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/// Signals that the match is starting and the loading of gameplay should be started. This will *only* be sent to clients which are to begin loading at this point.
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/// </summary>
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Task LoadRequested();
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/// <summary>
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/// Signals that loading of gameplay is to be aborted.
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/// </summary>
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Task LoadAborted();
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/// <summary>
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/// Signals that gameplay has started.
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/// All users in the <see cref="MultiplayerUserState.Loaded"/> or <see cref="MultiplayerUserState.ReadyForGameplay"/> states should begin gameplay as soon as possible.
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@ -69,6 +69,11 @@ namespace osu.Game.Online.Multiplayer
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/// </summary>
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public virtual event Action? LoadRequested;
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/// <summary>
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/// Invoked when the multiplayer server requests loading of play to be aborted.
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/// </summary>
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public event Action? LoadAborted;
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/// <summary>
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/// Invoked when the multiplayer server requests gameplay to be started.
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/// </summary>
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@ -604,6 +609,19 @@ namespace osu.Game.Online.Multiplayer
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return Task.CompletedTask;
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}
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Task IMultiplayerClient.LoadAborted()
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{
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Scheduler.Add(() =>
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{
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if (Room == null)
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return;
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LoadAborted?.Invoke();
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}, false);
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return Task.CompletedTask;
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}
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Task IMultiplayerClient.GameplayStarted()
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{
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Scheduler.Add(() =>
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@ -55,6 +55,7 @@ namespace osu.Game.Online.Multiplayer
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connection.On<int, MultiplayerUserState>(nameof(IMultiplayerClient.UserStateChanged), ((IMultiplayerClient)this).UserStateChanged);
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connection.On(nameof(IMultiplayerClient.LoadRequested), ((IMultiplayerClient)this).LoadRequested);
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connection.On(nameof(IMultiplayerClient.GameplayStarted), ((IMultiplayerClient)this).GameplayStarted);
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connection.On(nameof(IMultiplayerClient.LoadAborted), ((IMultiplayerClient)this).LoadAborted);
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connection.On(nameof(IMultiplayerClient.ResultsReady), ((IMultiplayerClient)this).ResultsReady);
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connection.On<int, IEnumerable<APIMod>>(nameof(IMultiplayerClient.UserModsChanged), ((IMultiplayerClient)this).UserModsChanged);
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connection.On<int, BeatmapAvailability>(nameof(IMultiplayerClient.UserBeatmapAvailabilityChanged), ((IMultiplayerClient)this).UserBeatmapAvailabilityChanged);
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