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Exit match sub screen when a room goes away

Closes #13847.

I think we can probably get some test coverage of this if required, but
needs a bit of thought (basically an error needs to be thrown during the
multiplayer client portion of the join procedure, after `CurrentRoom` is
non-null but before the join completes).

Manual testing on password branch (#13861) is possible since it
currently errors due to missing method on the live/dev servers.

- Create game, which will fail with `MethodNotExists`.
- Note the fields on the settings screen are emptied.
- Fill fields again and press create game (crash).
This commit is contained in:
Dean Herbert 2021-07-12 19:20:39 +09:00
parent d85fc08d12
commit c6bd58ea4b

View File

@ -48,6 +48,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
[Resolved]
private OngoingOperationTracker ongoingOperationTracker { get; set; }
[Resolved]
private Bindable<Room> currentRoom { get; set; }
private MultiplayerMatchSettingsOverlay settingsOverlay;
private readonly IBindable<bool> isConnected = new Bindable<bool>();
@ -273,6 +276,16 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
if (!connected.NewValue)
Schedule(this.Exit);
}, true);
currentRoom.BindValueChanged(room =>
{
if (room.NewValue == null)
{
// the room has gone away.
// this could mean something happened during the join process, or an external connection issue occurred.
Schedule(this.Exit);
}
}, true);
}
protected override void UpdateMods()