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Merge branch 'stateful-multiplayer-client' into realtime-multiplayer-2
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commit
b31f4e9e85
@ -71,7 +71,9 @@ namespace osu.Game.Online.RealtimeMultiplayer
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private RulesetStore rulesets { get; set; } = null!;
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private RulesetStore rulesets { get; set; } = null!;
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private Room? apiRoom;
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private Room? apiRoom;
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private int playlistItemId; // Todo: THIS IS SUPER TEMPORARY!!
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// Todo: This is temporary, until the multiplayer server returns the item id on match start or otherwise.
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private int playlistItemId;
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/// <summary>
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/// <summary>
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/// Joins the <see cref="MultiplayerRoom"/> for a given API <see cref="Room"/>.
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/// Joins the <see cref="MultiplayerRoom"/> for a given API <see cref="Room"/>.
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@ -54,9 +54,12 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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multiplayerClient.LeaveRoom();
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multiplayerClient.LeaveRoom();
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// 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.
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// 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.
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RemoveRoom(joinedRoom);
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// This is delayed one frame because upon exiting the match subscreen, multiplayer updates the polling rate and messes with polling.
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// This is delayed one frame because upon exiting the match subscreen, multiplayer updates the polling rate and messes with polling.
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Schedule(() => listingPollingComponent.PollImmediately());
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Schedule(() =>
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{
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RemoveRoom(joinedRoom);
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listingPollingComponent.PollImmediately();
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});
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}
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}
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private void joinMultiplayerRoom(Room room, Action<Room> onSuccess = null)
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private void joinMultiplayerRoom(Room room, Action<Room> onSuccess = null)
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