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Don't reset ready state if the map is locally available
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@ -330,7 +330,8 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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client.ChangeBeatmapAvailability(availability.NewValue);
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// while this flow is handled server-side, this covers the edge case of the local user being in a ready state and then deleting the current beatmap.
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if (client.LocalUser?.State == MultiplayerUserState.Ready)
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if (availability.NewValue != Online.Rooms.BeatmapAvailability.LocallyAvailable()
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&& client.LocalUser?.State == MultiplayerUserState.Ready)
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client.ChangeState(MultiplayerUserState.Idle);
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}
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