diff --git a/osu.Game/Online/RealtimeMultiplayer/StatefulMultiplayerClient.cs b/osu.Game/Online/RealtimeMultiplayer/StatefulMultiplayerClient.cs index c56aef1809..f56499f040 100644 --- a/osu.Game/Online/RealtimeMultiplayer/StatefulMultiplayerClient.cs +++ b/osu.Game/Online/RealtimeMultiplayer/StatefulMultiplayerClient.cs @@ -71,7 +71,9 @@ namespace osu.Game.Online.RealtimeMultiplayer private RulesetStore rulesets { get; set; } = null!; private Room? apiRoom; - private int playlistItemId; // Todo: THIS IS SUPER TEMPORARY!! + + // Todo: This is temporary, until the multiplayer server returns the item id on match start or otherwise. + private int playlistItemId; /// /// Joins the for a given API . diff --git a/osu.Game/Screens/Multi/RealtimeMultiplayer/RealtimeRoomManager.cs b/osu.Game/Screens/Multi/RealtimeMultiplayer/RealtimeRoomManager.cs index 8c6681d00f..b81ca7aade 100644 --- a/osu.Game/Screens/Multi/RealtimeMultiplayer/RealtimeRoomManager.cs +++ b/osu.Game/Screens/Multi/RealtimeMultiplayer/RealtimeRoomManager.cs @@ -54,9 +54,12 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer multiplayerClient.LeaveRoom(); // Todo: This is not the way to do this. Basically when we're the only participant and the room closes, there's no way to know if this is actually the case. - RemoveRoom(joinedRoom); // This is delayed one frame because upon exiting the match subscreen, multiplayer updates the polling rate and messes with polling. - Schedule(() => listingPollingComponent.PollImmediately()); + Schedule(() => + { + RemoveRoom(joinedRoom); + listingPollingComponent.PollImmediately(); + }); } private void joinMultiplayerRoom(Room room, Action onSuccess = null)