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https://github.com/ppy/osu
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Fix initial state transfer regressing
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@ -29,18 +29,6 @@ namespace osu.Game.Online.Rooms
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private ScheduledDelegate progressUpdate;
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public OnlinePlayBeatmapAvailablilityTracker()
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{
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State.BindValueChanged(_ => updateAvailability());
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Progress.BindValueChanged(_ =>
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{
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// incoming progress changes are going to be at a very high rate.
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// we don't want to flood the network with this, so rate limit how often we send progress updates.
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if (progressUpdate?.Completed != false)
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progressUpdate = Scheduler.AddDelayed(updateAvailability, progressUpdate == null ? 0 : 500);
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});
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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@ -54,6 +42,16 @@ namespace osu.Game.Online.Rooms
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Model.Value = item.NewValue.Beatmap.Value.BeatmapSet;
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}, true);
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Progress.BindValueChanged(_ =>
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{
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// incoming progress changes are going to be at a very high rate.
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// we don't want to flood the network with this, so rate limit how often we send progress updates.
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if (progressUpdate?.Completed != false)
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progressUpdate = Scheduler.AddDelayed(updateAvailability, progressUpdate == null ? 0 : 500);
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});
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State.BindValueChanged(_ => updateAvailability(), true);
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}
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protected override bool VerifyDatabasedModel(BeatmapSetInfo databasedSet)
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