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mirror of https://github.com/ppy/osu.git synced 2024-12-13 05:22:54 +08:00

Remove local handling of realm when switching thread modes

This commit is contained in:
Dean Herbert 2021-10-01 00:27:54 +09:00
parent b8b61a196f
commit 38cd383aaf

View File

@ -13,24 +13,23 @@ using osu.Framework.Development;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.IO.Stores;
using osu.Framework.Platform;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Graphics.Cursor;
using osu.Game.Online.API;
using osu.Framework.Graphics.Performance;
using osu.Framework.Graphics.Textures;
using osu.Framework.Input;
using osu.Framework.IO.Stores;
using osu.Framework.Logging;
using osu.Framework.Threading;
using osu.Framework.Platform;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Graphics;
using osu.Game.Graphics.Cursor;
using osu.Game.Input;
using osu.Game.Input.Bindings;
using osu.Game.IO;
using osu.Game.Online;
using osu.Game.Online.API;
using osu.Game.Online.Chat;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Spectator;
@ -160,8 +159,6 @@ namespace osu.Game
private readonly BindableNumber<double> globalTrackVolumeAdjust = new BindableNumber<double>(GLOBAL_TRACK_VOLUME_ADJUST);
private IBindable<GameThreadState> updateThreadState;
public OsuGameBase()
{
UseDevelopmentServer = DebugUtils.IsDebugBuild;
@ -189,9 +186,6 @@ namespace osu.Game
dependencies.Cache(realmFactory = new RealmContextFactory(Storage));
updateThreadState = Host.UpdateThread.State.GetBoundCopy();
updateThreadState.BindValueChanged(updateThreadStateChanged);
AddInternal(realmFactory);
dependencies.CacheAs(Storage);
@ -367,23 +361,6 @@ namespace osu.Game
AddFont(Resources, @"Fonts/Venera/Venera-Black");
}
private IDisposable blocking;
private void updateThreadStateChanged(ValueChangedEvent<GameThreadState> state)
{
switch (state.NewValue)
{
case GameThreadState.Running:
blocking?.Dispose();
blocking = null;
break;
case GameThreadState.Paused:
blocking = realmFactory.BlockAllOperations();
break;
}
}
protected override void LoadComplete()
{
base.LoadComplete();