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Don't debounce MultiplayerRoomComposite
events
This avoids accidental usage which could result in data being lost or ignored (as only the last `user` in a single frame would arrive). This was added specifically to debounce sample playback, but given that it's only debouncing on a single frame (hardly noticeable) I'm not going to add back support for that yet. It should be handled by sample playback concurrency or something more local to the usage.
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@ -32,9 +32,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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}
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private void invokeOnRoomUpdated() => Scheduler.AddOnce(OnRoomUpdated);
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private void invokeOnRoomUpdated() => Scheduler.AddOnce(OnRoomUpdated);
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private void invokeUserJoined(MultiplayerRoomUser user) => Scheduler.AddOnce(UserJoined, user);
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private void invokeUserJoined(MultiplayerRoomUser user) => Scheduler.Add(() => UserJoined(user));
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private void invokeUserKicked(MultiplayerRoomUser user) => Scheduler.AddOnce(UserKicked, user);
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private void invokeUserKicked(MultiplayerRoomUser user) => Scheduler.Add(() => UserKicked(user));
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private void invokeUserLeft(MultiplayerRoomUser user) => Scheduler.AddOnce(UserLeft, user);
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private void invokeUserLeft(MultiplayerRoomUser user) => Scheduler.Add(() => UserLeft(user));
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private void invokeItemAdded(MultiplayerPlaylistItem item) => Schedule(() => PlaylistItemAdded(item));
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private void invokeItemAdded(MultiplayerPlaylistItem item) => Schedule(() => PlaylistItemAdded(item));
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private void invokeItemRemoved(long item) => Schedule(() => PlaylistItemRemoved(item));
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private void invokeItemRemoved(long item) => Schedule(() => PlaylistItemRemoved(item));
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private void invokeItemChanged(MultiplayerPlaylistItem item) => Schedule(() => PlaylistItemChanged(item));
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private void invokeItemChanged(MultiplayerPlaylistItem item) => Schedule(() => PlaylistItemChanged(item));
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