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Add setCurrent param to ChannelManager.JoinChannel

This commit is contained in:
Jai Sharma 2022-05-11 22:51:15 +01:00
parent 2481201a73
commit cced8609f6

View File

@ -420,10 +420,11 @@ namespace osu.Game.Online.Chat
/// Joins a channel if it has not already been joined. Must be called from the update thread.
/// </summary>
/// <param name="channel">The channel to join.</param>
/// <param name="setCurrent">Set the channel to join as the current channel if the current channel is null.</param>
/// <returns>The joined channel. Note that this may not match the parameter channel as it is a backed object.</returns>
public Channel JoinChannel(Channel channel) => joinChannel(channel, true);
public Channel JoinChannel(Channel channel, bool setCurrent = true) => joinChannel(channel, true, setCurrent);
private Channel joinChannel(Channel channel, bool fetchInitialMessages = false)
private Channel joinChannel(Channel channel, bool fetchInitialMessages = false, bool setCurrent = true)
{
if (channel == null) return null;
@ -439,7 +440,7 @@ namespace osu.Game.Online.Chat
case ChannelType.Multiplayer:
// join is implicit. happens when you join a multiplayer game.
// this will probably change in the future.
joinChannel(channel, fetchInitialMessages);
joinChannel(channel, fetchInitialMessages, setCurrent);
return channel;
case ChannelType.PM:
@ -460,7 +461,7 @@ namespace osu.Game.Online.Chat
default:
var req = new JoinChannelRequest(channel);
req.Success += () => joinChannel(channel, fetchInitialMessages);
req.Success += () => joinChannel(channel, fetchInitialMessages, setCurrent);
req.Failure += ex => LeaveChannel(channel);
api.Queue(req);
return channel;
@ -472,7 +473,8 @@ namespace osu.Game.Online.Chat
this.fetchInitialMessages(channel);
}
CurrentChannel.Value ??= channel;
if (setCurrent)
CurrentChannel.Value ??= channel;
return channel;
}