1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 21:47:25 +08:00

Centralise screen exit logic and guard against non-current screen

This commit is contained in:
Dean Herbert 2021-08-13 14:37:43 +09:00
parent 0414ae6afd
commit b9721f5261

View File

@ -274,7 +274,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
isConnected.BindValueChanged(connected =>
{
if (!connected.NewValue)
Schedule(this.Exit);
handleRoomLost();
}, true);
currentRoom.BindValueChanged(room =>
@ -284,7 +284,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
// the room has gone away.
// this could mean something happened during the join process, or an external connection issue occurred.
// one specific scenario is where the underlying room is created, but the signalr server returns an error during the join process. this triggers a PartRoom operation (see https://github.com/ppy/osu/blob/7654df94f6f37b8382be7dfcb4f674e03bd35427/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerRoomManager.cs#L97)
Schedule(this.Exit);
handleRoomLost();
}
}, true);
}
@ -451,13 +451,21 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
// may happen if the client is kicked or otherwise removed from the room.
if (client.Room == null)
{
Schedule(this.Exit);
handleRoomLost();
return;
}
Scheduler.AddOnce(UpdateMods);
}
private void handleRoomLost() => Schedule(() =>
{
if (this.IsCurrentScreen())
this.Exit();
else
ValidForResume = false;
});
private void onLoadRequested()
{
if (BeatmapAvailability.Value.State != DownloadState.LocallyAvailable)