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If `IAPIProvider.State` changes from `Online` at any point when being on an `OnlinePlayScreen`, it will be forcefully exited from. However, `MultiplayerMatchSubScreen` had local logic that suppressed the exit in order to show a confirmation dialog. The problem is, that in the suppression logic, `MultiplayerMatchSubScreen` was checking `MultiplayerClient.IsConnected`, which is a SignalR flag, and was not checking `IAPIAccess.State`, which is maintained separately. Due to differing timeouts and failure thresholds, it is not impossible to have `MultiplayerClient.IsConnected == true` but `IAPIAccess.State != APIState.Online`. In such a case, the match subscreen would wrongly consider itself to be still online and due to that, push useless confirmation dialogs, while being in the process of being forcefully exited. This then caused the dialog to cause a crash, as it was calling `.Exit()` on the screen which would already have been exited by that point, by the force-exit flow. |
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.. | ||
Match | ||
Participants | ||
Spectate | ||
CreateMultiplayerMatchButton.cs | ||
GameplayChatDisplay.cs | ||
GameplayMatchScoreDisplay.cs | ||
Multiplayer.cs | ||
MultiplayerLoungeSubScreen.cs | ||
MultiplayerMatchSongSelect.cs | ||
MultiplayerMatchSubScreen.cs | ||
MultiplayerPlayer.cs | ||
MultiplayerPlayerLoader.cs | ||
MultiplayerResultsScreen.cs | ||
MultiplayerRoomComposite.cs | ||
MultiplayerRoomManager.cs | ||
MultiplayerRoomSounds.cs | ||
MultiplayerTeamResultsScreen.cs |