Rename MatchStarted() -> GameplayStarted()

This commit is contained in:
Dan Balasescu
2022-04-21 22:37:26 +09:00
parent 8c3b541312
commit 08d250fe58
6 changed files with 12 additions and 11 deletions

View File

@ -98,9 +98,10 @@ namespace osu.Game.Online.Multiplayer
Task LoadRequested();
/// <summary>
/// Signals that a match has started. All users in the <see cref="MultiplayerUserState.Loaded"/> state should begin gameplay as soon as possible.
/// Signals that gameplay has started.
/// All users in the <see cref="MultiplayerUserState.Loaded"/> or <see cref="MultiplayerUserState.ReadyForGameplay"/> states should begin gameplay as soon as possible.
/// </summary>
Task MatchStarted();
Task GameplayStarted();
/// <summary>
/// Signals that the match has ended, all players have finished and results are ready to be displayed.

View File

@ -72,7 +72,7 @@ namespace osu.Game.Online.Multiplayer
/// <summary>
/// Invoked when the multiplayer server requests gameplay to be started.
/// </summary>
public event Action? MatchStarted;
public event Action? GameplayStarted;
/// <summary>
/// Invoked when the multiplayer server has finished collating results.
@ -604,14 +604,14 @@ namespace osu.Game.Online.Multiplayer
return Task.CompletedTask;
}
Task IMultiplayerClient.MatchStarted()
Task IMultiplayerClient.GameplayStarted()
{
Scheduler.Add(() =>
{
if (Room == null)
return;
MatchStarted?.Invoke();
GameplayStarted?.Invoke();
}, false);
return Task.CompletedTask;

View File

@ -54,7 +54,7 @@ namespace osu.Game.Online.Multiplayer
connection.On<MultiplayerRoomSettings>(nameof(IMultiplayerClient.SettingsChanged), ((IMultiplayerClient)this).SettingsChanged);
connection.On<int, MultiplayerUserState>(nameof(IMultiplayerClient.UserStateChanged), ((IMultiplayerClient)this).UserStateChanged);
connection.On(nameof(IMultiplayerClient.LoadRequested), ((IMultiplayerClient)this).LoadRequested);
connection.On(nameof(IMultiplayerClient.MatchStarted), ((IMultiplayerClient)this).MatchStarted);
connection.On(nameof(IMultiplayerClient.GameplayStarted), ((IMultiplayerClient)this).GameplayStarted);
connection.On(nameof(IMultiplayerClient.ResultsReady), ((IMultiplayerClient)this).ResultsReady);
connection.On<int, IEnumerable<APIMod>>(nameof(IMultiplayerClient.UserModsChanged), ((IMultiplayerClient)this).UserModsChanged);
connection.On<int, BeatmapAvailability>(nameof(IMultiplayerClient.UserBeatmapAvailabilityChanged), ((IMultiplayerClient)this).UserBeatmapAvailabilityChanged);