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Add some debugging for multiplayer test failures
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@ -7,6 +7,7 @@ using System.Diagnostics;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using Newtonsoft.Json;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Development;
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@ -727,13 +728,20 @@ namespace osu.Game.Online.Multiplayer
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if (Room == null)
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return;
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Debug.Assert(APIRoom != null);
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try
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{
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Debug.Assert(APIRoom != null);
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Room.Playlist[Room.Playlist.IndexOf(Room.Playlist.Single(existing => existing.ID == item.ID))] = item;
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Room.Playlist[Room.Playlist.IndexOf(Room.Playlist.Single(existing => existing.ID == item.ID))] = item;
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int existingIndex = APIRoom.Playlist.IndexOf(APIRoom.Playlist.Single(existing => existing.ID == item.ID));
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APIRoom.Playlist.RemoveAt(existingIndex);
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APIRoom.Playlist.Insert(existingIndex, createPlaylistItem(item));
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int existingIndex = APIRoom.Playlist.IndexOf(APIRoom.Playlist.Single(existing => existing.ID == item.ID));
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APIRoom.Playlist.RemoveAt(existingIndex);
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APIRoom.Playlist.Insert(existingIndex, createPlaylistItem(item));
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}
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catch (Exception ex)
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{
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throw new AggregateException($"Item: {JsonConvert.SerializeObject(createPlaylistItem(item))}\n\nRoom:{JsonConvert.SerializeObject(APIRoom)}", ex);
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}
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ItemChanged?.Invoke(item);
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RoomUpdated?.Invoke();
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