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Avoid multiplayer crashes when events arrive in unexpected order
Intended to be a temporary fix for https://github.com/ppy/osu/issues/17713 while a more permanent solution is established. A proper fix is actually quite simple, but updating the test to work with it is... *slightly* more complicated. This hotfix will mean that if a `UserJoined` event arrives during the unobserved window during room join (of the local user), the local user still won't see the joining user, but the game won't crash as a result.
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@ -493,11 +493,13 @@ namespace osu.Game.Online.Multiplayer
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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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var user = Room?.Users.SingleOrDefault(u => u.UserID == userId);
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// TODO: user should NEVER be null here, see https://github.com/ppy/osu/issues/17713.
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if (user == null)
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return;
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Room.Users.Single(u => u.UserID == userId).State = state;
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user.State = state;
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updateUserPlayingState(userId, state);
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RoomUpdated?.Invoke();
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@ -510,10 +512,13 @@ namespace osu.Game.Online.Multiplayer
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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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var user = Room?.Users.SingleOrDefault(u => u.UserID == userId);
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// TODO: user should NEVER be null here, see https://github.com/ppy/osu/issues/17713.
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if (user == null)
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return;
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Room.Users.Single(u => u.UserID == userId).MatchState = state;
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user.MatchState = state;
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RoomUpdated?.Invoke();
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}, false);
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