diff --git a/osu.Game/Screens/OnlinePlay/Match/RoomSubScreen.cs b/osu.Game/Screens/OnlinePlay/Match/RoomSubScreen.cs index 270d12ec97..2015a050bb 100644 --- a/osu.Game/Screens/OnlinePlay/Match/RoomSubScreen.cs +++ b/osu.Game/Screens/OnlinePlay/Match/RoomSubScreen.cs @@ -65,7 +65,9 @@ namespace osu.Game.Screens.OnlinePlay.Match private IBindable> managerUpdated; [Cached] - protected OnlinePlayBeatmapAvailabilityTracker BeatmapAvailabilityTracker { get; private set; } + private OnlinePlayBeatmapAvailabilityTracker beatmapAvailabilityTracker { get; set; } + + protected IBindable BeatmapAvailability => beatmapAvailabilityTracker.Availability; public readonly Room Room; private readonly bool allowEdit; @@ -86,7 +88,7 @@ namespace osu.Game.Screens.OnlinePlay.Match Padding = new MarginPadding { Top = Header.HEIGHT }; - BeatmapAvailabilityTracker = new OnlinePlayBeatmapAvailabilityTracker + beatmapAvailabilityTracker = new OnlinePlayBeatmapAvailabilityTracker { SelectedItem = { BindTarget = SelectedItem } }; @@ -101,7 +103,7 @@ namespace osu.Game.Screens.OnlinePlay.Match InternalChildren = new Drawable[] { - BeatmapAvailabilityTracker, + beatmapAvailabilityTracker, new GridContainer { RelativeSizeAxes = Axes.Both, diff --git a/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerMatchSubScreen.cs b/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerMatchSubScreen.cs index 0af41c977b..544eac4127 100644 --- a/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerMatchSubScreen.cs +++ b/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerMatchSubScreen.cs @@ -66,7 +66,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer SelectedItem.BindTo(client.CurrentMatchPlayingItem); - BeatmapAvailabilityTracker.Availability.BindValueChanged(updateBeatmapAvailability, true); + BeatmapAvailability.BindValueChanged(updateBeatmapAvailability, true); UserMods.BindValueChanged(onUserModsChanged); client.LoadRequested += onLoadRequested; @@ -362,7 +362,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer private void onLoadRequested() { - if (BeatmapAvailabilityTracker.Availability.Value.State != DownloadState.LocallyAvailable) + if (BeatmapAvailability.Value.State != DownloadState.LocallyAvailable) return; // In the case of spectating, IMultiplayerClient.LoadRequested can be fired while the game is still spectating a previous session.