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Use extension method in all call sites of fire-and-forget async usage
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@ -1,4 +1,4 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable enable
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@ -14,6 +14,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Logging;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Extensions;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests;
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using osu.Game.Online.API.Requests.Responses;
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@ -84,7 +85,7 @@ namespace osu.Game.Online.RealtimeMultiplayer
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if (!connected.NewValue)
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{
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Logger.Log("Connection to multiplayer server was lost.", LoggingTarget.Runtime, LogLevel.Important);
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LeaveRoom();
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LeaveRoom().FireAndForget();
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}
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});
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}
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@ -7,6 +7,7 @@ using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Extensions;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Backgrounds;
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using osu.Game.Online.API;
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@ -105,13 +106,13 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer.Match
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return;
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if (localUser.State == MultiplayerUserState.Idle)
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Client.ChangeState(MultiplayerUserState.Ready);
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Client.ChangeState(MultiplayerUserState.Ready).FireAndForget(true);
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else
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{
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if (Room?.Host?.Equals(localUser) == true)
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Client.StartMatch();
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Client.StartMatch().FireAndForget(true);
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else
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Client.ChangeState(MultiplayerUserState.Idle);
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Client.ChangeState(MultiplayerUserState.Idle).FireAndForget(true);
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}
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}
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@ -11,6 +11,7 @@ using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Extensions;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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@ -176,7 +177,7 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer.Participants
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if (Room.Host?.UserID != api.LocalUser.Value.Id)
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return;
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Client.TransferHost(targetUser);
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Client.TransferHost(targetUser).FireAndForget(true);
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})
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};
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}
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@ -58,7 +58,7 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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client.ChangeSettings(item: item).ContinueWith(t =>
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{
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return Schedule(() =>
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Schedule(() =>
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{
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loadingLayer.Hide();
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@ -4,6 +4,7 @@
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using osu.Framework.Allocation;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Game.Extensions;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.RealtimeMultiplayer;
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using osu.Game.Screens.Multi.Components;
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@ -21,7 +22,7 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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base.OnResuming(last);
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if (client.Room != null)
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client.ChangeState(MultiplayerUserState.Idle);
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client.ChangeState(MultiplayerUserState.Idle).FireAndForget(true);
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}
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protected override void UpdatePollingRate(bool isIdle)
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@ -56,8 +56,8 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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}
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}, true);
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client.ChangeState(MultiplayerUserState.Loaded).ContinueWith(task =>
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failAndBail(task.Exception?.Message ?? "Server error"), TaskContinuationOptions.NotOnRanToCompletion);
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client.ChangeState(MultiplayerUserState.Loaded)
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.ContinueWith(task => failAndBail(task.Exception?.Message ?? "Server error"), TaskContinuationOptions.NotOnRanToCompletion);
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if (!startedEvent.Wait(TimeSpan.FromSeconds(30)))
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failAndBail("Failed to start the multiplayer match in time.");
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@ -8,6 +8,7 @@ using System.Threading.Tasks;
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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.Extensions;
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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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@ -68,7 +69,8 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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var joinedRoom = JoinedRoom.Value;
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base.PartRoom();
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multiplayerClient.LeaveRoom();
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multiplayerClient.LeaveRoom().FireAndForget();
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// Todo: This is not the way to do this. Basically when we're the only participant and the room closes, there's no way to know if this is actually the case.
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// This is delayed one frame because upon exiting the match subscreen, multiplayer updates the polling rate and messes with polling.
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