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`RNG.Next(int, int)` is max-exclusive, so the random state choice would actually never pick `MultiplayerUserState.Results` on its own. The only reason why that state ever did show up was by a freak accident of sorts (the logic in `TestRealtimeMultiplayerClient` would automatically convert every `FinishedPlay` state to `Results`, up until seeing the first player that was in the `Playing` state). |
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Background | ||
Collections | ||
Components | ||
Editing | ||
Gameplay | ||
Menus | ||
Multiplayer | ||
Navigation | ||
Online | ||
Ranking | ||
RealtimeMultiplayer | ||
Settings | ||
SongSelect | ||
UserInterface | ||
TestSceneOsuGame.cs | ||
TestSceneOsuScreenStack.cs |