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Fix spectate being entered while not having the beatmap
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7fe8737d94
commit
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@ -14,6 +14,7 @@ using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Online;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Overlays;
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@ -354,10 +355,17 @@ 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 (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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if (availability.NewValue.State != DownloadState.LocallyAvailable)
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{
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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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client.ChangeState(MultiplayerUserState.Idle);
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}
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else
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{
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if (client.LocalUser?.State == MultiplayerUserState.Spectating && (client.Room?.State == MultiplayerRoomState.WaitingForLoad || client.Room?.State == MultiplayerRoomState.Playing))
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onLoadRequested();
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}
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}
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private void onReadyClick()
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@ -413,6 +421,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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private void onLoadRequested()
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{
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if (BeatmapAvailability.Value.State != DownloadState.LocallyAvailable)
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return;
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// In the case of spectating, IMultiplayerClient.LoadRequested can be fired while the game is still spectating a previous session.
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// For now, we want to game to switch to the new game so need to request exiting from the play screen.
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if (!ParentScreen.IsCurrentScreen())
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