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Rename MatchStarted() -> GameplayStarted()
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@ -98,9 +98,10 @@ namespace osu.Game.Online.Multiplayer
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Task LoadRequested();
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/// <summary>
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/// Signals that a match has started. All users in the <see cref="MultiplayerUserState.Loaded"/> state should begin gameplay as soon as possible.
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/// Signals that gameplay has started.
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/// All users in the <see cref="MultiplayerUserState.Loaded"/> or <see cref="MultiplayerUserState.ReadyForGameplay"/> states should begin gameplay as soon as possible.
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/// </summary>
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Task MatchStarted();
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Task GameplayStarted();
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/// <summary>
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/// Signals that the match has ended, all players have finished and results are ready to be displayed.
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@ -72,7 +72,7 @@ namespace osu.Game.Online.Multiplayer
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/// <summary>
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/// Invoked when the multiplayer server requests gameplay to be started.
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/// </summary>
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public event Action? MatchStarted;
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public event Action? GameplayStarted;
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/// <summary>
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/// Invoked when the multiplayer server has finished collating results.
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@ -604,14 +604,14 @@ namespace osu.Game.Online.Multiplayer
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return Task.CompletedTask;
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}
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Task IMultiplayerClient.MatchStarted()
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Task IMultiplayerClient.GameplayStarted()
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{
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Scheduler.Add(() =>
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{
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if (Room == null)
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return;
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MatchStarted?.Invoke();
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GameplayStarted?.Invoke();
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}, false);
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return Task.CompletedTask;
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@ -54,7 +54,7 @@ namespace osu.Game.Online.Multiplayer
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connection.On<MultiplayerRoomSettings>(nameof(IMultiplayerClient.SettingsChanged), ((IMultiplayerClient)this).SettingsChanged);
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connection.On<int, MultiplayerUserState>(nameof(IMultiplayerClient.UserStateChanged), ((IMultiplayerClient)this).UserStateChanged);
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connection.On(nameof(IMultiplayerClient.LoadRequested), ((IMultiplayerClient)this).LoadRequested);
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connection.On(nameof(IMultiplayerClient.MatchStarted), ((IMultiplayerClient)this).MatchStarted);
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connection.On(nameof(IMultiplayerClient.GameplayStarted), ((IMultiplayerClient)this).GameplayStarted);
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connection.On(nameof(IMultiplayerClient.ResultsReady), ((IMultiplayerClient)this).ResultsReady);
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connection.On<int, IEnumerable<APIMod>>(nameof(IMultiplayerClient.UserModsChanged), ((IMultiplayerClient)this).UserModsChanged);
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connection.On<int, BeatmapAvailability>(nameof(IMultiplayerClient.UserBeatmapAvailabilityChanged), ((IMultiplayerClient)this).UserBeatmapAvailabilityChanged);
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