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Add better async logic for ScreenWithBeatmapBackground
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System.Threading;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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@ -36,9 +37,13 @@ namespace osu.Game.Screens.Backgrounds
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load()
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private void load()
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{
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{
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backgroundLoaded(new BeatmapBackground(beatmap));
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var background = new BeatmapBackground(beatmap);
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LoadComponent(background);
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switchBackground(background);
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}
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}
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private CancellationTokenSource cancellationSource;
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public WorkingBeatmap Beatmap
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public WorkingBeatmap Beatmap
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{
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{
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get => beatmap;
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get => beatmap;
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@ -49,14 +54,18 @@ namespace osu.Game.Screens.Backgrounds
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beatmap = value;
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beatmap = value;
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// load will be completed in async load.
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Schedule(() =>
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if (LoadState < LoadState.Ready) return;
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{
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if ((Background as BeatmapBackground)?.Beatmap == beatmap)
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return;
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Schedule(() => { LoadComponentAsync(new BeatmapBackground(beatmap), b => Schedule(() => backgroundLoaded(b))); });
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cancellationSource?.Cancel();
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LoadComponentAsync(new BeatmapBackground(beatmap), switchBackground, (cancellationSource = new CancellationTokenSource()).Token);
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});
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}
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}
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}
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}
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private void backgroundLoaded(BeatmapBackground b)
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private void switchBackground(BeatmapBackground b)
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{
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{
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float newDepth = 0;
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float newDepth = 0;
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if (Background != null)
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if (Background != null)
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@ -75,25 +84,24 @@ namespace osu.Game.Screens.Backgrounds
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public override bool Equals(BackgroundScreen other)
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public override bool Equals(BackgroundScreen other)
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{
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{
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var otherBeatmapBackground = other as BackgroundScreenBeatmap;
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if (!(other is BackgroundScreenBeatmap otherBeatmapBackground)) return false;
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if (otherBeatmapBackground == null) return false;
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return base.Equals(other) && beatmap == otherBeatmapBackground.Beatmap;
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return base.Equals(other) && beatmap == otherBeatmapBackground.Beatmap;
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}
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}
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protected class BeatmapBackground : Background
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protected class BeatmapBackground : Background
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{
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{
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private readonly WorkingBeatmap beatmap;
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public readonly WorkingBeatmap Beatmap;
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public BeatmapBackground(WorkingBeatmap beatmap)
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public BeatmapBackground(WorkingBeatmap beatmap)
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{
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{
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this.beatmap = beatmap;
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Beatmap = beatmap;
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}
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}
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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private void load(TextureStore textures)
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{
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{
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Sprite.Texture = beatmap?.Background ?? textures.Get(@"Backgrounds/bg1");
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Sprite.Texture = Beatmap?.Background ?? textures.Get(@"Backgrounds/bg1");
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}
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}
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}
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}
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}
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}
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@ -55,7 +55,7 @@ namespace osu.Game.Screens.Play
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/// Called when background elements require updates, usually due to a user changing a setting.
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/// Called when background elements require updates, usually due to a user changing a setting.
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/// </summary>
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/// </summary>
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/// <param name="userChange"></param>
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/// <param name="userChange"></param>
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protected virtual void UpdateBackgroundElements()
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protected void UpdateBackgroundElements()
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{
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{
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if (!this.IsCurrentScreen()) return;
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if (!this.IsCurrentScreen()) return;
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