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Forcefully exit multiplayer if API loses connectivity
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parent
f70e60747f
commit
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@ -21,7 +21,7 @@ using osuTK;
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namespace osu.Game.Screens.Multi
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namespace osu.Game.Screens.Multi
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{
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{
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[Cached]
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[Cached]
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public class Multiplayer : OsuScreen
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public class Multiplayer : OsuScreen, IOnlineComponent
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{
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{
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private readonly MultiplayerWaveContainer waves;
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private readonly MultiplayerWaveContainer waves;
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@ -98,6 +98,30 @@ namespace osu.Game.Screens.Multi
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loungeSubScreen.Exited += _ => Exit();
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loungeSubScreen.Exited += _ => Exit();
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}
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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api.Register(this);
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}
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public void APIStateChanged(APIAccess api, APIState state)
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{
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if (state != APIState.Online)
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forcefullyExit();
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}
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private void forcefullyExit()
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{
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// This is temporary since we don't currently have a way to force screens to be exited
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if (IsCurrentScreen)
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Exit();
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else
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{
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MakeCurrent();
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Schedule(forcefullyExit);
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}
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}
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protected override void OnEntering(Screen last)
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protected override void OnEntering(Screen last)
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{
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{
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Content.FadeIn();
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Content.FadeIn();
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@ -196,6 +220,12 @@ namespace osu.Game.Screens.Multi
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currentScreen = (OsuScreen)newScreen;
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currentScreen = (OsuScreen)newScreen;
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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api?.Unregister(this);
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}
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private class MultiplayerWaveContainer : WaveContainer
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private class MultiplayerWaveContainer : WaveContainer
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{
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{
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protected override bool StartHidden => true;
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protected override bool StartHidden => true;
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