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fix: resolve multiplayer compile and style CI failures
Agent-Logs-Url: https://github.com/winnerspiros/osu/sessions/d825f8ce-9334-4f69-94c3-e55a5c9b1871 Co-authored-by: winnerspiros <1675249+winnerspiros@users.noreply.github.com>
1 parent 26b39ec commit 6678ece

2 files changed

Lines changed: 3 additions & 5 deletions

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osu.Game/Screens/OnlinePlay/Multiplayer/Participants/ParticipantPanel.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -304,7 +304,7 @@ private void updateState()
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// If the mods are updated at the end of the frame, the flow container will skip a reflow cycle: https://github.com/ppy/osu-framework/issues/4187
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// This looks particularly jarring here, so re-schedule the update to that start of our frame as a fix.
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Schedule(() => userModsDisplay.Current.Value = userRuleset == null ? [] : user.Mods.Select(m => m.ToMod(userRuleset)).ToList());
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Schedule(() => userModsDisplay.Current.Value = userRuleset == null ? [] : slot.User.Mods.Select(m => m.ToMod(userRuleset)).ToList());
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}
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userStateDisplay.UpdateStatus(current.Value);

osu.Game/Tests/Visual/Multiplayer/TestMultiplayerClient.cs

Lines changed: 2 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -643,8 +643,7 @@ private async Task changeMatchType(MatchType type)
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foreach (var user in ServerRoom.Users)
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{
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if (headToHeadRoomState.Slots != null)
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headToHeadRoomState.Slots[i++] = user.UserID;
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headToHeadRoomState.Slots?[i++] = user.UserID;
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user.MatchState = null;
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await ((IMultiplayerClient)this).MatchUserStateChanged(clone(user.UserID), clone(user.MatchState)).ConfigureAwait(false);
@@ -659,8 +658,7 @@ private async Task changeMatchType(MatchType type)
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foreach (var user in ServerRoom.Users)
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{
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if (teamVersusRoomState.Slots != null)
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teamVersusRoomState.Slots[i++] = user.UserID;
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teamVersusRoomState.Slots?[i++] = user.UserID;
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user.MatchState = new TeamVersusUserState();
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await ((IMultiplayerClient)this).MatchUserStateChanged(clone(user.UserID), clone(user.MatchState)).ConfigureAwait(false);

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