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osu-lazer/osu.Game/Online/Multiplayer
Bartłomiej Dach 04d54c40db Allow all StatefulMultiplayerClient schedules to run inline
Fixes test failures due to not allowing to do so, therefore inverting
execution order in some cases - for example, calling

        JoinRoom(room);
        LeaveRoom();

on the update thread would invert execution order due to the first being
unscheduled but the second being scheduled.
2020-12-26 12:04:10 +01:00
..
IMultiplayerClient.cs RealtimeMultiplayer -> Multiplayer 2020-12-25 14:10:59 +09:00
IMultiplayerLoungeServer.cs RealtimeMultiplayer -> Multiplayer 2020-12-25 14:10:59 +09:00
IMultiplayerRoomServer.cs RealtimeMultiplayer -> Multiplayer 2020-12-25 14:10:59 +09:00
IMultiplayerServer.cs RealtimeMultiplayer -> Multiplayer 2020-12-25 14:10:59 +09:00
InvalidStateChangeException.cs RealtimeMultiplayer -> Multiplayer 2020-12-25 14:10:59 +09:00
InvalidStateException.cs RealtimeMultiplayer -> Multiplayer 2020-12-25 14:10:59 +09:00
MultiplayerClient.cs RealtimeMultiplayer -> Multiplayer 2020-12-25 14:10:59 +09:00
MultiplayerRoom.cs RealtimeMultiplayer -> Multiplayer 2020-12-25 14:10:59 +09:00
MultiplayerRoomSettings.cs RealtimeMultiplayer -> Multiplayer 2020-12-25 14:10:59 +09:00
MultiplayerRoomState.cs RealtimeMultiplayer -> Multiplayer 2020-12-25 14:10:59 +09:00
MultiplayerRoomUser.cs RealtimeMultiplayer -> Multiplayer 2020-12-25 14:10:59 +09:00
MultiplayerUserState.cs RealtimeMultiplayer -> Multiplayer 2020-12-25 14:10:59 +09:00
NotHostException.cs RealtimeMultiplayer -> Multiplayer 2020-12-25 14:10:59 +09:00
NotJoinedRoomException.cs RealtimeMultiplayer -> Multiplayer 2020-12-25 14:10:59 +09:00
StatefulMultiplayerClient.cs Allow all StatefulMultiplayerClient schedules to run inline 2020-12-26 12:04:10 +01:00