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Apply more correct fix for double-playing menu track
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@ -316,6 +316,8 @@ namespace osu.Game.Overlays
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var queuedTrack = getQueuedTrack();
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var lastTrack = CurrentTrack;
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lastTrack.Completed -= onTrackCompleted;
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CurrentTrack = queuedTrack;
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// At this point we may potentially be in an async context from tests. This is extremely dangerous but we have to make do for now.
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@ -344,16 +346,12 @@ namespace osu.Game.Overlays
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// Important to keep this in its own method to avoid inadvertently capturing unnecessary variables in the callback.
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// Can lead to leaks.
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var queuedTrack = new DrawableTrack(current.LoadTrack());
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queuedTrack.Completed += () => onTrackCompleted(current);
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queuedTrack.Completed += onTrackCompleted;
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return queuedTrack;
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}
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private void onTrackCompleted(WorkingBeatmap workingBeatmap)
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private void onTrackCompleted()
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{
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// the source of track completion is the audio thread, so the beatmap may have changed before firing.
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if (current != workingBeatmap)
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return;
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if (!CurrentTrack.Looping && !beatmap.Disabled)
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NextTrack();
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}
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@ -813,9 +813,6 @@ namespace osu.Game.Screens.Select
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if (!ControlGlobalMusic)
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return;
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if (Beatmap.Value is DummyWorkingBeatmap)
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return;
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ITrack track = music.CurrentTrack;
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bool isNewTrack = !lastTrack.TryGetTarget(out var last) || last != track;
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