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Merge pull request #12321 from smoogipoo/add-spectate-button-and-state
Add multiplayer spectating user state and button
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@ -58,6 +58,12 @@ namespace osu.Game.Tests.Visual.Multiplayer
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});
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}
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public void ChangeRoomState(MultiplayerRoomState newState)
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{
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Debug.Assert(Room != null);
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((IMultiplayerClient)this).RoomStateChanged(newState);
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}
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public void ChangeUserState(int userId, MultiplayerUserState newState)
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{
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Debug.Assert(Room != null);
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@ -71,6 +77,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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case MultiplayerUserState.Loaded:
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if (Room.Users.All(u => u.State != MultiplayerUserState.WaitingForLoad))
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{
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ChangeRoomState(MultiplayerRoomState.Playing);
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foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.Loaded))
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ChangeUserState(u.UserID, MultiplayerUserState.Playing);
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@ -82,6 +89,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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case MultiplayerUserState.FinishedPlay:
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if (Room.Users.All(u => u.State != MultiplayerUserState.Playing))
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{
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ChangeRoomState(MultiplayerRoomState.Open);
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foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.FinishedPlay))
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ChangeUserState(u.UserID, MultiplayerUserState.Results);
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@ -173,6 +181,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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{
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Debug.Assert(Room != null);
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ChangeRoomState(MultiplayerRoomState.WaitingForLoad);
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foreach (var user in Room.Users.Where(u => u.State == MultiplayerUserState.Ready))
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ChangeUserState(user.UserID, MultiplayerUserState.WaitingForLoad);
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