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Standardise flow for aborting realtime player exit to avoid double-exit call
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@ -51,8 +51,12 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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isConnected.BindValueChanged(connected =>
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{
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if (!connected.NewValue)
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{
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startedEvent.Set();
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// messaging to the user about this disconnect will be provided by the RealtimeMatchSubScreen.
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Schedule(this.Exit);
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Schedule(PerformImmediateExit);
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}
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}, true);
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client.ChangeState(MultiplayerUserState.Loaded);
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@ -61,11 +65,7 @@ namespace osu.Game.Screens.Multi.RealtimeMultiplayer
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{
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Logger.Log("Failed to start the multiplayer match in time.", LoggingTarget.Runtime, LogLevel.Important);
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Schedule(() =>
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{
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ValidForResume = false;
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this.Exit();
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});
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Schedule(PerformImmediateExit);
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}
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}
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@ -386,7 +386,7 @@ namespace osu.Game.Screens.Play
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if (!this.IsCurrentScreen()) return;
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fadeOut(true);
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performImmediateExit();
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PerformImmediateExit();
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},
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},
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failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, },
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@ -458,7 +458,7 @@ namespace osu.Game.Screens.Play
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return playable;
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}
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private void performImmediateExit()
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protected void PerformImmediateExit()
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{
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// if a restart has been requested, cancel any pending completion (user has shown intent to restart).
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completionProgressDelegate?.Cancel();
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@ -498,7 +498,7 @@ namespace osu.Game.Screens.Play
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RestartRequested?.Invoke();
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if (this.IsCurrentScreen())
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performImmediateExit();
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PerformImmediateExit();
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else
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this.MakeCurrent();
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}
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