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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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IMultiplayerClient.cs | ||
IMultiplayerLoungeServer.cs | ||
IMultiplayerRoomServer.cs | ||
IMultiplayerServer.cs | ||
InvalidStateChangeException.cs | ||
InvalidStateException.cs | ||
MultiplayerClient.cs | ||
MultiplayerRoom.cs | ||
MultiplayerRoomSettings.cs | ||
MultiplayerRoomState.cs | ||
MultiplayerRoomUser.cs | ||
MultiplayerUserState.cs | ||
NotHostException.cs | ||
NotJoinedRoomException.cs | ||
StatefulMultiplayerClient.cs |