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Remove PlayingUsers list from SpectatorClient
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@ -37,9 +37,6 @@ namespace osu.Game.Online.Spectator
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private readonly List<int> watchingUsers = new List<int>();
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public IBindableList<int> PlayingUsers => playingUsers;
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private readonly BindableList<int> playingUsers = new BindableList<int>();
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public IBindableDictionary<int, SpectatorState> PlayingUserStates => playingUserStates;
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private readonly BindableDictionary<int, SpectatorState> playingUserStates = new BindableDictionary<int, SpectatorState>();
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@ -88,10 +85,7 @@ namespace osu.Game.Online.Spectator
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BeginPlayingInternal(currentState);
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}
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else
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{
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playingUsers.Clear();
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playingUserStates.Clear();
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}
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}), true);
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}
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@ -99,9 +93,6 @@ namespace osu.Game.Online.Spectator
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{
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Schedule(() =>
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{
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if (!playingUsers.Contains(userId))
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playingUsers.Add(userId);
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// UserBeganPlaying() is called by the server regardless of whether the local user is watching the remote user, and is called a further time when the remote user is watched.
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// This may be a temporary thing (see: https://github.com/ppy/osu-server-spectator/blob/2273778e02cfdb4a9c6a934f2a46a8459cb5d29c/osu.Server.Spectator/Hubs/SpectatorHub.cs#L28-L29).
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// We don't want the user states to update unless the player is being watched, otherwise calling BindUserBeganPlaying() can lead to double invocations.
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@ -118,7 +109,6 @@ namespace osu.Game.Online.Spectator
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{
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Schedule(() =>
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{
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playingUsers.Remove(userId);
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playingUserStates.Remove(userId);
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OnUserFinishedPlaying?.Invoke(userId, state);
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