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Ensure locally executed methods are always loaded before propagation
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1edafc39ba
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@ -231,9 +231,7 @@ namespace osu.Game.Overlays
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if (playable != null)
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{
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if (beatmap is Bindable<WorkingBeatmap> working)
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working.Value = beatmaps.GetWorkingBeatmap(playable.Beatmaps.First(), beatmap.Value);
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changeBeatmap(beatmaps.GetWorkingBeatmap(playable.Beatmaps.First(), beatmap.Value));
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restartTrack();
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return PreviousTrackResult.Previous;
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}
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@ -257,9 +255,7 @@ namespace osu.Game.Overlays
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if (playable != null)
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{
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if (beatmap is Bindable<WorkingBeatmap> working)
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working.Value = beatmaps.GetWorkingBeatmap(playable.Beatmaps.First(), beatmap.Value);
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changeBeatmap(beatmaps.GetWorkingBeatmap(playable.Beatmaps.First(), beatmap.Value));
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restartTrack();
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return true;
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}
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@ -278,11 +274,15 @@ namespace osu.Game.Overlays
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private TrackChangeDirection? queuedDirection;
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private void beatmapChanged(ValueChangedEvent<WorkingBeatmap> beatmap)
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private void beatmapChanged(ValueChangedEvent<WorkingBeatmap> beatmap) => changeBeatmap(beatmap.NewValue);
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private void changeBeatmap(WorkingBeatmap newWorking)
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{
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var lastWorking = current;
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TrackChangeDirection direction = TrackChangeDirection.None;
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bool audioEquals = beatmap.NewValue?.BeatmapInfo?.AudioEquals(current?.BeatmapInfo) ?? false;
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bool audioEquals = newWorking?.BeatmapInfo?.AudioEquals(current?.BeatmapInfo) ?? false;
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if (current != null)
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{
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@ -297,13 +297,13 @@ namespace osu.Game.Overlays
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{
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// figure out the best direction based on order in playlist.
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var last = BeatmapSets.TakeWhile(b => b.ID != current.BeatmapSetInfo?.ID).Count();
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var next = beatmap.NewValue == null ? -1 : BeatmapSets.TakeWhile(b => b.ID != beatmap.NewValue.BeatmapSetInfo?.ID).Count();
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var next = newWorking == null ? -1 : BeatmapSets.TakeWhile(b => b.ID != newWorking.BeatmapSetInfo?.ID).Count();
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direction = last > next ? TrackChangeDirection.Prev : TrackChangeDirection.Next;
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}
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}
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current = beatmap.NewValue;
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current = newWorking;
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if (!audioEquals || CurrentTrack.IsDummyDevice)
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{
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@ -312,7 +312,7 @@ namespace osu.Game.Overlays
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else
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{
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// transfer still valid track to new working beatmap
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current.TransferTrack(beatmap.OldValue.Track);
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current.TransferTrack(lastWorking.Track);
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}
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TrackChanged?.Invoke(current, direction);
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@ -320,6 +320,11 @@ namespace osu.Game.Overlays
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ResetTrackAdjustments();
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queuedDirection = null;
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// this will be a noop if coming from the beatmapChanged event.
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// the exception is local operations like next/prev, where we want to complete loading the track before sending out a change.
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if (beatmap.Value != current && beatmap is Bindable<WorkingBeatmap> working)
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working.Value = current;
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}
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private void changeTrack()
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