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Move task out of ctor to avoid initialisation ordering issues
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@ -39,19 +39,6 @@ namespace osu.Game.Beatmaps
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BeatmapSetInfo = beatmapInfo.BeatmapSet;
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Metadata = beatmapInfo.Metadata ?? BeatmapSetInfo?.Metadata ?? new BeatmapMetadata();
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beatmapLoadTask = Task.Factory.StartNew(() =>
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{
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var b = GetBeatmap() ?? new Beatmap();
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// The original beatmap version needs to be preserved as the database doesn't contain it
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BeatmapInfo.BeatmapVersion = b.BeatmapInfo.BeatmapVersion;
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// Use the database-backed info for more up-to-date values (beatmap id, ranked status, etc)
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b.BeatmapInfo = BeatmapInfo;
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return b;
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}, beatmapCancellation.Token, TaskCreationOptions.LongRunning, TaskScheduler.Default);
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track = new RecyclableLazy<Track>(() => GetTrack() ?? GetVirtualTrack());
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background = new RecyclableLazy<Texture>(GetBackground, BackgroundStillValid);
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waveform = new RecyclableLazy<Waveform>(GetWaveform);
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@ -154,11 +141,26 @@ namespace osu.Game.Beatmaps
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public override string ToString() => BeatmapInfo.ToString();
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public bool BeatmapLoaded => beatmapLoadTask.IsCompleted;
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public IBeatmap Beatmap => beatmapLoadTask.Result;
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public bool BeatmapLoaded => beatmapLoadTask?.IsCompleted ?? false;
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public Task<IBeatmap> LoadBeatmapAsync() => (beatmapLoadTask ?? (beatmapLoadTask = Task.Factory.StartNew(() =>
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{
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var b = GetBeatmap() ?? new Beatmap();
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// The original beatmap version needs to be preserved as the database doesn't contain it
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BeatmapInfo.BeatmapVersion = b.BeatmapInfo.BeatmapVersion;
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// Use the database-backed info for more up-to-date values (beatmap id, ranked status, etc)
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b.BeatmapInfo = BeatmapInfo;
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return b;
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}, beatmapCancellation.Token, TaskCreationOptions.LongRunning, TaskScheduler.Default)));
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public IBeatmap Beatmap => LoadBeatmapAsync().Result;
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private readonly CancellationTokenSource beatmapCancellation = new CancellationTokenSource();
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protected abstract IBeatmap GetBeatmap();
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private readonly Task<IBeatmap> beatmapLoadTask;
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private Task<IBeatmap> beatmapLoadTask;
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public bool BackgroundLoaded => background.IsResultAvailable;
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public Texture Background => background.Value;
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@ -293,6 +293,8 @@ namespace osu.Game
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var nextBeatmap = beatmap.NewValue;
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if (nextBeatmap?.Track != null)
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nextBeatmap.Track.Completed += currentTrackCompleted;
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nextBeatmap?.LoadBeatmapAsync();
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}
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private void currentTrackCompleted()
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