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Fix TestMultiplayerClient not handling all users bailing from gameplay
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2f1dc91211
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@ -128,6 +128,15 @@ namespace osu.Game.Tests.Visual.Multiplayer
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case MultiplayerRoomState.WaitingForLoad:
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case MultiplayerRoomState.WaitingForLoad:
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if (Room.Users.All(u => u.State != MultiplayerUserState.WaitingForLoad))
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if (Room.Users.All(u => u.State != MultiplayerUserState.WaitingForLoad))
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{
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{
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var loadedUsers = Room.Users.Where(u => u.State == MultiplayerUserState.Loaded).ToArray();
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if (loadedUsers.Length == 0)
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{
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// all users have bailed from the load sequence. cancel the game start.
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ChangeRoomState(MultiplayerRoomState.Open);
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return;
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}
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foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.Loaded))
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foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.Loaded))
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ChangeUserState(u.UserID, MultiplayerUserState.Playing);
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ChangeUserState(u.UserID, MultiplayerUserState.Playing);
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@ -143,8 +152,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
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{
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{
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foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.FinishedPlay))
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foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.FinishedPlay))
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ChangeUserState(u.UserID, MultiplayerUserState.Results);
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ChangeUserState(u.UserID, MultiplayerUserState.Results);
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ChangeRoomState(MultiplayerRoomState.Open);
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ChangeRoomState(MultiplayerRoomState.Open);
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((IMultiplayerClient)this).ResultsReady();
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((IMultiplayerClient)this).ResultsReady();
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FinishCurrentItem().Wait();
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FinishCurrentItem().Wait();
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