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Add note about LoadRequested only being sent to a subset of room users
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@ -48,7 +48,7 @@ namespace osu.Game.Online.RealtimeMultiplayer
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Task UserStateChanged(long userId, MultiplayerUserState state);
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/// <summary>
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/// Signals that a match is to be started. Users in the <see cref="MultiplayerUserState.Ready"/> state should begin loading gameplay at this point.
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/// Signals that a match is to be started. This will *only* be sent to clients which are to begin loading at this point.
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/// </summary>
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Task LoadRequested();
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@ -13,6 +13,10 @@ namespace osu.Game.Online.RealtimeMultiplayer
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/// <summary>
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/// The user has marked themselves as ready to participate and should be considered for the next game start.
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/// </summary>
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/// <remarks>
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/// Clients in this state will receive gameplay channel messages.
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/// As a client the only thing to look for in this state is a <see cref="IMultiplayerClient.LoadRequested"/> call.
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/// </remarks>
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Ready,
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/// <summary>
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