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Use task completion source for room join flow
On Android, users were unable to join or create multiplayer rooms. The root cause of that was that the both the wait and set of the `ManualResetEvent` in `getRoomUsers` occurred on the same thread, which created a chicken-and-egg situation - the set could not proceed until the wait had actually completed. Resolve by substituting the `ManualResetEvent` for a `TaskCompletionSource` to achieve a promise-style task, which the previous code was a crude approximation of anyway. Closes #11385.
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@ -7,7 +7,6 @@ using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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@ -128,7 +127,8 @@ namespace osu.Game.Online.Multiplayer
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Debug.Assert(Room != null);
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var users = getRoomUsers();
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var users = await getRoomUsers();
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Debug.Assert(users != null);
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await Task.WhenAll(users.Select(PopulateUser));
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@ -437,24 +437,20 @@ namespace osu.Game.Online.Multiplayer
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/// This should be used whenever accessing users from outside of an Update thread context (ie. when not calling <see cref="Drawable.Schedule"/>).
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/// </summary>
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/// <returns>A copy of users in the current room, or null if unavailable.</returns>
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private List<MultiplayerRoomUser>? getRoomUsers()
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private Task<List<MultiplayerRoomUser>?> getRoomUsers()
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{
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List<MultiplayerRoomUser>? users = null;
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ManualResetEventSlim resetEvent = new ManualResetEventSlim();
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var tcs = new TaskCompletionSource<List<MultiplayerRoomUser>?>();
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// at some point we probably want to replace all these schedule calls with Room.LockForUpdate.
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// for now, as this would require quite some consideration due to the number of accesses to the room instance,
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// let's just add a manual schedule for the non-scheduled usages instead.
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Scheduler.Add(() =>
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{
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users = Room?.Users.ToList();
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resetEvent.Set();
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var users = Room?.Users.ToList();
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tcs.SetResult(users);
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}, false);
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resetEvent.Wait(100);
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return users;
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return tcs.Task;
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}
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/// <summary>
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