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Apply changes to GameplayCompleted from reviews
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@ -46,7 +46,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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return;
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// If gameplay wasn't finished, then we have a simple path back to the idle state by aborting gameplay.
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if (!playerLoader.GameplayCompleted)
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if (!playerLoader.GameplayPassed)
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{
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client.AbortGameplay();
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return;
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@ -9,7 +9,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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{
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public class MultiplayerPlayerLoader : PlayerLoader
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{
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public bool GameplayCompleted => player?.GameplayCompleted == true;
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public bool GameplayPassed => player?.GameplayPassed == true;
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private Player player;
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@ -69,7 +69,7 @@ namespace osu.Game.Screens.Play
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/// <summary>
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/// Whether gameplay has completed without the user having failed.
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/// </summary>
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public bool GameplayCompleted { get; private set; }
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public bool GameplayPassed { get; private set; }
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public Action RestartRequested;
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@ -671,6 +671,7 @@ namespace osu.Game.Screens.Play
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resultsDisplayDelegate?.Cancel();
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resultsDisplayDelegate = null;
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GameplayPassed = false;
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ValidForResume = true;
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skipOutroOverlay.Hide();
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return;
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@ -680,7 +681,7 @@ namespace osu.Game.Screens.Play
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if (HealthProcessor.HasFailed)
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return;
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GameplayCompleted = true;
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GameplayPassed = true;
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// Setting this early in the process means that even if something were to go wrong in the order of events following, there
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// is no chance that a user could return to the (already completed) Player instance from a child screen.
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