mirror of
https://github.com/osukey/osukey.git
synced 2025-07-01 08:20:00 +09:00
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:
@ -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);
|
||||
|
Reference in New Issue
Block a user