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Revert previous logic of join guarding
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@ -24,8 +24,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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public void CreateRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null) => Rooms.Add(room);
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public bool CanJoinRoom(Room room) => true;
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public void JoinRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null)
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{
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}
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@ -146,8 +146,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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onSuccess?.Invoke(room);
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}
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public bool CanJoinRoom(Room room) => true;
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public void JoinRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null) => throw new NotImplementedException();
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public void PartRoom() => throw new NotImplementedException();
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@ -161,8 +161,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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onSuccess?.Invoke(room);
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}
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public bool CanJoinRoom(Room room) => true;
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public void JoinRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null) => onSuccess?.Invoke(room);
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public void PartRoom()
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@ -82,8 +82,6 @@ namespace osu.Game.Screens.Multi.Components
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api.Queue(req);
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}
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public virtual bool CanJoinRoom(Room room) => true;
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private JoinRoomRequest currentJoinRoomRequest;
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public virtual void JoinRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null)
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@ -34,12 +34,6 @@ namespace osu.Game.Screens.Multi
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/// <param name="onError">An action to be invoked if an error occurred.</param>
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void CreateRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null);
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/// <summary>
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/// Whether the provided <paramref name="room"/> can be joined.
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/// </summary>
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/// <param name="room">The <see cref="Room"/> to check for.</param>
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bool CanJoinRoom(Room room);
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/// <summary>
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/// Joins a <see cref="Room"/>.
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/// </summary>
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@ -115,9 +115,7 @@ namespace osu.Game.Screens.Multi.Lounge.Components
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{
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if (room == selectedRoom.Value)
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{
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if (roomManager.CanJoinRoom(room))
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joinSelected();
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joinSelected();
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return;
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}
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@ -9,7 +9,6 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Logging;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Multiplayer.RoomStatuses;
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using osu.Game.Online.RealtimeMultiplayer;
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using osu.Game.Screens.Multi.Components;
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@ -41,8 +40,6 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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public override void CreateRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null)
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=> base.CreateRoom(room, r => joinMultiplayerRoom(r, onSuccess, onError), onError);
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public override bool CanJoinRoom(Room room) => !(room.Status.Value is RoomStatusEnded);
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public override void JoinRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null)
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=> base.JoinRoom(room, r => joinMultiplayerRoom(r, onSuccess, onError), onError);
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