mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 06:57:39 +08:00
Apply more correct fix for double-playing menu track
This commit is contained in:
parent
0a81170bca
commit
2e02b4a85b
@ -316,6 +316,8 @@ namespace osu.Game.Overlays
|
||||
var queuedTrack = getQueuedTrack();
|
||||
|
||||
var lastTrack = CurrentTrack;
|
||||
lastTrack.Completed -= onTrackCompleted;
|
||||
|
||||
CurrentTrack = queuedTrack;
|
||||
|
||||
// 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.
|
||||
@ -344,16 +346,12 @@ namespace osu.Game.Overlays
|
||||
// Important to keep this in its own method to avoid inadvertently capturing unnecessary variables in the callback.
|
||||
// Can lead to leaks.
|
||||
var queuedTrack = new DrawableTrack(current.LoadTrack());
|
||||
queuedTrack.Completed += () => onTrackCompleted(current);
|
||||
queuedTrack.Completed += onTrackCompleted;
|
||||
return queuedTrack;
|
||||
}
|
||||
|
||||
private void onTrackCompleted(WorkingBeatmap workingBeatmap)
|
||||
private void onTrackCompleted()
|
||||
{
|
||||
// the source of track completion is the audio thread, so the beatmap may have changed before firing.
|
||||
if (current != workingBeatmap)
|
||||
return;
|
||||
|
||||
if (!CurrentTrack.Looping && !beatmap.Disabled)
|
||||
NextTrack();
|
||||
}
|
||||
|
@ -813,9 +813,6 @@ namespace osu.Game.Screens.Select
|
||||
if (!ControlGlobalMusic)
|
||||
return;
|
||||
|
||||
if (Beatmap.Value is DummyWorkingBeatmap)
|
||||
return;
|
||||
|
||||
ITrack track = music.CurrentTrack;
|
||||
|
||||
bool isNewTrack = !lastTrack.TryGetTarget(out var last) || last != track;
|
||||
|
Loading…
Reference in New Issue
Block a user