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Don't reset ready state if the map is locally available

This commit is contained in:
Dean Herbert
2021-02-05 17:17:29 +09:00
Unverified
parent be91f54349
commit 791cbb7f03
@@ -330,7 +330,8 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
client.ChangeBeatmapAvailability(availability.NewValue);
// 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.
if (client.LocalUser?.State == MultiplayerUserState.Ready)
if (availability.NewValue != Online.Rooms.BeatmapAvailability.LocallyAvailable()
&& client.LocalUser?.State == MultiplayerUserState.Ready)
client.ChangeState(MultiplayerUserState.Idle);
}