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Standardise flow for aborting realtime player exit to avoid double-exit call
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@ -386,7 +386,7 @@ namespace osu.Game.Screens.Play
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if (!this.IsCurrentScreen()) return;
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fadeOut(true);
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performImmediateExit();
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PerformImmediateExit();
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},
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},
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failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, },
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@ -458,7 +458,7 @@ namespace osu.Game.Screens.Play
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return playable;
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}
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private void performImmediateExit()
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protected void PerformImmediateExit()
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{
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// if a restart has been requested, cancel any pending completion (user has shown intent to restart).
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completionProgressDelegate?.Cancel();
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@ -498,7 +498,7 @@ namespace osu.Game.Screens.Play
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RestartRequested?.Invoke();
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if (this.IsCurrentScreen())
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performImmediateExit();
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PerformImmediateExit();
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else
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this.MakeCurrent();
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}
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