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Merge branch 'master' into fix-is-connected-thread-safety
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System.Threading.Tasks;
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using osu.Game.Online.Rooms;
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namespace osu.Game.Online.Multiplayer
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{
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@ -47,6 +48,13 @@ namespace osu.Game.Online.Multiplayer
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/// <param name="state">The new state of the user.</param>
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Task UserStateChanged(int userId, MultiplayerUserState state);
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/// <summary>
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/// Signals that a user in this room changed their beatmap availability state.
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/// </summary>
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/// <param name="userId">The ID of the user whose beatmap availability state has changed.</param>
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/// <param name="beatmapAvailability">The new beatmap availability state of the user.</param>
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Task UserBeatmapAvailabilityChanged(int userId, BeatmapAvailability beatmapAvailability);
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/// <summary>
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/// Signals that a match is to be started. This will *only* be sent to clients which are to begin loading at this point.
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/// </summary>
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System.Threading.Tasks;
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using osu.Game.Online.Rooms;
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namespace osu.Game.Online.Multiplayer
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{
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@ -40,6 +41,12 @@ namespace osu.Game.Online.Multiplayer
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/// <exception cref="NotJoinedRoomException">If the user is not in a room.</exception>
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Task ChangeState(MultiplayerUserState newState);
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/// <summary>
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/// Change the local user's availability state of the current beatmap set in joined room.
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/// </summary>
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/// <param name="newBeatmapAvailability">The proposed new beatmap availability state.</param>
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Task ChangeBeatmapAvailability(BeatmapAvailability newBeatmapAvailability);
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/// <summary>
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/// As the host of a room, start the match.
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/// </summary>
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@ -14,6 +14,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Logging;
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using osu.Game.Online.API;
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using osu.Game.Online.Rooms;
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namespace osu.Game.Online.Multiplayer
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{
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@ -173,6 +174,14 @@ namespace osu.Game.Online.Multiplayer
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return connection.InvokeAsync(nameof(IMultiplayerServer.ChangeState), newState);
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}
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public override Task ChangeBeatmapAvailability(BeatmapAvailability newBeatmapAvailability)
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{
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if (!isConnected.Value)
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return Task.CompletedTask;
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return connection.InvokeAsync(nameof(IMultiplayerServer.ChangeBeatmapAvailability), newBeatmapAvailability);
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}
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public override Task StartMatch()
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{
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if (!isConnected.Value)
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@ -5,6 +5,7 @@
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using System;
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using Newtonsoft.Json;
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using osu.Game.Online.Rooms;
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using osu.Game.Users;
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namespace osu.Game.Online.Multiplayer
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@ -16,6 +17,11 @@ namespace osu.Game.Online.Multiplayer
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public MultiplayerUserState State { get; set; } = MultiplayerUserState.Idle;
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/// <summary>
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/// The availability state of the current beatmap.
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/// </summary>
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public BeatmapAvailability BeatmapAvailability { get; set; } = BeatmapAvailability.LocallyAvailable();
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public User? User { get; set; }
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[JsonConstructor]
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@ -228,6 +228,8 @@ namespace osu.Game.Online.Multiplayer
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public abstract Task ChangeState(MultiplayerUserState newState);
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public abstract Task ChangeBeatmapAvailability(BeatmapAvailability newBeatmapAvailability);
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public abstract Task StartMatch();
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Task IMultiplayerClient.RoomStateChanged(MultiplayerRoomState state)
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@ -355,6 +357,27 @@ namespace osu.Game.Online.Multiplayer
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return Task.CompletedTask;
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}
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Task IMultiplayerClient.UserBeatmapAvailabilityChanged(int userId, BeatmapAvailability beatmapAvailability)
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{
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if (Room == null)
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return Task.CompletedTask;
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Scheduler.Add(() =>
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{
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var user = Room?.Users.SingleOrDefault(u => u.UserID == userId);
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// errors here are not critical - beatmap availability state is mostly for display.
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if (user == null)
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return;
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user.BeatmapAvailability = beatmapAvailability;
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RoomUpdated?.Invoke();
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}, false);
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return Task.CompletedTask;
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}
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Task IMultiplayerClient.LoadRequested()
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{
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if (Room == null)
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