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Refactorings
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@ -23,10 +23,22 @@ namespace osu.Game.Screens.OnlinePlay
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/// </summary>
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/// </summary>
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IBindableList<Room> Rooms { get; }
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IBindableList<Room> Rooms { get; }
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/// <summary>
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/// Adds a <see cref="Room"/> to this <see cref="IRoomManager"/>.
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/// If already existing, the local room will be updated with the given one.
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/// </summary>
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/// <param name="room">The incoming <see cref="Room"/>.</param>
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void AddOrUpdateRoom(Room room);
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void AddOrUpdateRoom(Room room);
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/// <summary>
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/// Removes a <see cref="Room"/> from this <see cref="IRoomManager"/>.
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/// </summary>
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/// <param name="room">The <see cref="Room"/> to remove.</param>
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void RemoveRoom(Room room);
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void RemoveRoom(Room room);
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/// <summary>
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/// Removes all <see cref="Room"/>s from this <see cref="IRoomManager"/>.
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/// </summary>
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void ClearRooms();
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void ClearRooms();
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/// <summary>
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/// <summary>
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@ -43,7 +43,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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base.OnResuming(last);
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base.OnResuming(last);
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// Upon having left a room, we don't know whether we were the only participant, and whether the room is now closed as a result of leaving it.
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// Upon having left a room, we don't know whether we were the only participant, and whether the room is now closed as a result of leaving it.
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// To work around this, temporarily clear all rooms until the next listing poll.
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// To work around this, temporarily remove the room and trigger an immediate listing poll.
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if (last is MultiplayerMatchSubScreen match)
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if (last is MultiplayerMatchSubScreen match)
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{
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{
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RoomManager.RemoveRoom(match.Room);
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RoomManager.RemoveRoom(match.Room);
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