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Refactor player exit logic to convey intention better
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@ -61,7 +61,7 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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startedEvent.Set();
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// messaging to the user about this disconnect will be provided by the RealtimeMatchSubScreen.
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Schedule(PerformImmediateExit);
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Schedule(() => PerformExit(false));
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}
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}, true);
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@ -71,7 +71,7 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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{
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Logger.Log("Failed to start the multiplayer match in time.", LoggingTarget.Runtime, LogLevel.Important);
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Schedule(PerformImmediateExit);
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Schedule(() => PerformExit(false));
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}
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Debug.Assert(client.Room != null);
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@ -386,7 +386,7 @@ namespace osu.Game.Screens.Play
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if (!this.IsCurrentScreen()) return;
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fadeOut(true);
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PerformImmediateExit();
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PerformExit(true);
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},
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},
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failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, },
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@ -458,20 +458,30 @@ namespace osu.Game.Screens.Play
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return playable;
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}
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protected void PerformImmediateExit()
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/// <summary>
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/// Exits the <see cref="Player"/>.
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/// </summary>
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/// <param name="userRequested">
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/// Whether the exit is requested by the user, or a higher-level game component.
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/// Pausing is allowed only in the former case.
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/// </param>
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protected void PerformExit(bool userRequested)
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{
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// if a restart has been requested, cancel any pending completion (user has shown intent to restart).
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completionProgressDelegate?.Cancel();
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ValidForResume = false;
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performUserRequestedExit();
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if (!this.IsCurrentScreen()) return;
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if (userRequested)
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performUserRequestedExit();
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else
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this.Exit();
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}
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private void performUserRequestedExit()
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{
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if (!this.IsCurrentScreen()) return;
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if (ValidForResume && HasFailed && !FailOverlay.IsPresent)
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{
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failAnimation.FinishTransforms(true);
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@ -498,7 +508,7 @@ namespace osu.Game.Screens.Play
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RestartRequested?.Invoke();
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if (this.IsCurrentScreen())
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PerformImmediateExit();
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PerformExit(true);
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else
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this.MakeCurrent();
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}
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