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Merge pull request #11256 from frenzibyte/disallow-joining-ended-realtime-room

Disallow joining ended rooms in realtime multiplayer
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Dean Herbert 2020-12-23 14:30:00 +09:00 committed by GitHub
commit b632e44bac
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@ -9,6 +9,7 @@ using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Logging;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Multiplayer.RoomStatuses;
using osu.Game.Online.RealtimeMultiplayer;
using osu.Game.Screens.Multi.Components;
@ -41,7 +42,17 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
=> base.CreateRoom(room, r => joinMultiplayerRoom(r, onSuccess, onError), onError);
public override void JoinRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null)
=> base.JoinRoom(room, r => joinMultiplayerRoom(r, onSuccess, onError), onError);
{
// this is done here as a pre-check to avoid clicking on already closed rooms in the lounge from triggering a server join.
// should probably be done at a higher level, but due to the current structure of things this is the easiest place for now.
if (room.Status.Value is RoomStatusEnded)
{
onError?.Invoke("Cannot join an ended room.");
return;
}
base.JoinRoom(room, r => joinMultiplayerRoom(r, onSuccess, onError), onError);
}
public override void PartRoom()
{