Merge pull request #16075 from smoogipoo/prevent-idle-transition-during-load

Add AbortGameplay() to fix state transition race conditions during multiplayer load
This commit is contained in:
Dean Herbert
2021-12-15 19:59:19 +09:00
committed by GitHub
5 changed files with 61 additions and 3 deletions

View File

@ -128,6 +128,15 @@ namespace osu.Game.Tests.Visual.Multiplayer
case MultiplayerRoomState.WaitingForLoad:
if (Room.Users.All(u => u.State != MultiplayerUserState.WaitingForLoad))
{
var loadedUsers = Room.Users.Where(u => u.State == MultiplayerUserState.Loaded).ToArray();
if (loadedUsers.Length == 0)
{
// all users have bailed from the load sequence. cancel the game start.
ChangeRoomState(MultiplayerRoomState.Open);
return;
}
foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.Loaded))
ChangeUserState(u.UserID, MultiplayerUserState.Playing);
@ -143,8 +152,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
{
foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.FinishedPlay))
ChangeUserState(u.UserID, MultiplayerUserState.Results);
ChangeRoomState(MultiplayerRoomState.Open);
ChangeRoomState(MultiplayerRoomState.Open);
((IMultiplayerClient)this).ResultsReady();
FinishCurrentItem().Wait();
@ -242,6 +251,11 @@ namespace osu.Game.Tests.Visual.Multiplayer
public override Task ChangeState(MultiplayerUserState newState)
{
Debug.Assert(Room != null);
if (newState == MultiplayerUserState.Idle && LocalUser?.State == MultiplayerUserState.WaitingForLoad)
return Task.CompletedTask;
ChangeUserState(api.LocalUser.Value.Id, newState);
return Task.CompletedTask;
}
@ -303,6 +317,16 @@ namespace osu.Game.Tests.Visual.Multiplayer
return ((IMultiplayerClient)this).LoadRequested();
}
public override Task AbortGameplay()
{
Debug.Assert(Room != null);
Debug.Assert(LocalUser != null);
ChangeUserState(LocalUser.UserID, MultiplayerUserState.Idle);
return Task.CompletedTask;
}
public async Task AddUserPlaylistItem(int userId, MultiplayerPlaylistItem item)
{
Debug.Assert(Room != null);