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In some scenarios, multiplayer spectator would not tick over to the next beatmap. Here's an example: - Room has two items queued - Local user starts download of both - First beatmap starts and download is complete - First beatmap ends (spectating is active) - Second beatmap starts but download is not complete In this scenario, the local client will get stuck at the spectator screen due to the `onLoadRequested`-invoked screen change being early exited. It would require manual recovery (clicking back button) to return to a sane state. |
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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 |