Standardise flow for aborting realtime player exit to avoid double-exit call

This commit is contained in:
Dean Herbert
2020-12-23 16:32:58 +09:00
parent 569c4092ef
commit f5d27b40a8
2 changed files with 9 additions and 9 deletions

View File

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