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Validate state with lesser magic
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@@ -518,9 +518,19 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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return;
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}
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if (beatmapAvailabilityTracker.Availability.Value.State != DownloadState.LocallyAvailable)
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return;
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// Ensure all the gameplay states are up-to-date, forgoing any misordering/scheduling shenanigans.
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updateGameplayState();
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// ... And then check that the set gameplay state is valid.
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// When spectating, we'll receive LoadRequested() from the server even though we may not yet have the beatmap.
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// In that case, this method will be invoked again after availability changes in onBeatmapAvailabilityChanged().
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if (Beatmap.IsDefault)
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{
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Logger.Log("Aborting gameplay start - beatmap not downloaded.");
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return;
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}
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// Start the gameplay session.
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sampleStart?.Play();
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int[] userIds = client.CurrentMatchPlayingUserIds.ToArray();
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