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Add missing states and xmldoc for all states' purposes
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@ -5,11 +5,51 @@ namespace osu.Game.Online.RealtimeMultiplayer
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{
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public enum MultiplayerUserState
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{
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/// <summary>
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/// The user is idle and waiting for something to happen (or watching the match but not participating).
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/// </summary>
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Idle,
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/// <summary>
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/// The user has marked themselves as ready to participate and should be considered for the next game start.
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/// </summary>
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Ready,
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/// <summary>
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/// The server is waiting for this user to finish loading. This is a reserved state, and is set by the server.
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/// </summary>
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/// <remarks>
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/// All users in <see cref="Ready"/> state when the game start will be transitioned to this state.
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/// All users in this state need to transition to <see cref="Loaded"/> before the game can start.
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/// </remarks>
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WaitingForLoad,
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/// <summary>
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/// The user's client has marked itself as loaded and ready to begin gameplay.
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/// </summary>
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Loaded,
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/// <summary>
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/// The user is currently playing in a game. This is a reserved state, and is set by the server.
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/// </summary>
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/// <remarks>
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/// Once there are no remaining <see cref="WaitingForLoad"/> users, all users in <see cref="Loaded"/> state will be transitioned to this state.
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/// At this point the game will start for all users.
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/// </remarks>
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Playing,
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/// <summary>
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/// The user has finished playing and is ready to view results.
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/// </summary>
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/// <remarks>
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/// Once all users transition from <see cref="Playing"/> to this state, the game will end and results will be distributed.
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/// All users will be transitioned to the <see cref="Results"/> state.
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/// </remarks>
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FinishedPlay,
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/// <summary>
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/// The user is currently viewing results. This is a reserved state, and is set by the server.
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/// </summary>
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Results,
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}
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}
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