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Fix countdown button being enabled
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@ -381,28 +381,32 @@ namespace osu.Game.Tests.Visual.Multiplayer
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[Test]
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public void TestAbortMatch()
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{
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multiplayerClient.Setup(m => m.StartMatch())
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.Callback(() =>
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{
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multiplayerClient.Raise(m => m.LoadRequested -= null);
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multiplayerClient.Object.Room!.State = MultiplayerRoomState.WaitingForLoad;
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AddStep("setup client", () =>
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{
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multiplayerClient.Setup(m => m.StartMatch())
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.Callback(() =>
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{
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multiplayerClient.Raise(m => m.LoadRequested -= null);
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multiplayerClient.Object.Room!.State = MultiplayerRoomState.WaitingForLoad;
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// The local user state doesn't really matter, so let's do the same as the base implementation for these tests.
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changeUserState(localUser.UserID, MultiplayerUserState.Idle);
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});
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// The local user state doesn't really matter, so let's do the same as the base implementation for these tests.
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changeUserState(localUser.UserID, MultiplayerUserState.Idle);
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});
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multiplayerClient.Setup(m => m.AbortMatch())
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.Callback(() =>
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{
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multiplayerClient.Object.Room!.State = MultiplayerRoomState.Open;
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raiseRoomUpdated();
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});
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multiplayerClient.Setup(m => m.AbortMatch())
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.Callback(() =>
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{
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multiplayerClient.Object.Room!.State = MultiplayerRoomState.Open;
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raiseRoomUpdated();
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});
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});
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// Ready
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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// Start match
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("countdown button disabled", () => !this.ChildrenOfType<MultiplayerCountdownButton>().Single().Enabled.Value);
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// Abort
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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@ -223,6 +223,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Match
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if (!Client.IsHost)
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readyButton.Enabled.Value &= Room.State == MultiplayerRoomState.Open;
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// At all times, the countdown button should only be enabled when no match is in progress.
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countdownButton.Enabled.Value &= Room.State == MultiplayerRoomState.Open;
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if (newCountReady == countReady)
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return;
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