diff --git a/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerMatchSubScreen.cs b/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerMatchSubScreen.cs index 39e179262e..53c939115c 100644 --- a/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerMatchSubScreen.cs +++ b/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerMatchSubScreen.cs @@ -330,7 +330,8 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer client.ChangeBeatmapAvailability(availability.NewValue); // while this flow is handled server-side, this covers the edge case of the local user being in a ready state and then deleting the current beatmap. - if (client.LocalUser?.State == MultiplayerUserState.Ready) + if (availability.NewValue != Online.Rooms.BeatmapAvailability.LocallyAvailable() + && client.LocalUser?.State == MultiplayerUserState.Ready) client.ChangeState(MultiplayerUserState.Idle); }