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Revert to previous exposure of RoomSubScreen.BeatmapAvailability

This commit is contained in:
Dean Herbert 2021-10-29 12:02:10 +09:00
parent b252b176d4
commit 414d920ca2
2 changed files with 7 additions and 5 deletions

View File

@ -65,7 +65,9 @@ namespace osu.Game.Screens.OnlinePlay.Match
private IBindable<WeakReference<BeatmapSetInfo>> managerUpdated; private IBindable<WeakReference<BeatmapSetInfo>> managerUpdated;
[Cached] [Cached]
protected OnlinePlayBeatmapAvailabilityTracker BeatmapAvailabilityTracker { get; private set; } private OnlinePlayBeatmapAvailabilityTracker beatmapAvailabilityTracker { get; set; }
protected IBindable<BeatmapAvailability> BeatmapAvailability => beatmapAvailabilityTracker.Availability;
public readonly Room Room; public readonly Room Room;
private readonly bool allowEdit; private readonly bool allowEdit;
@ -86,7 +88,7 @@ namespace osu.Game.Screens.OnlinePlay.Match
Padding = new MarginPadding { Top = Header.HEIGHT }; Padding = new MarginPadding { Top = Header.HEIGHT };
BeatmapAvailabilityTracker = new OnlinePlayBeatmapAvailabilityTracker beatmapAvailabilityTracker = new OnlinePlayBeatmapAvailabilityTracker
{ {
SelectedItem = { BindTarget = SelectedItem } SelectedItem = { BindTarget = SelectedItem }
}; };
@ -101,7 +103,7 @@ namespace osu.Game.Screens.OnlinePlay.Match
InternalChildren = new Drawable[] InternalChildren = new Drawable[]
{ {
BeatmapAvailabilityTracker, beatmapAvailabilityTracker,
new GridContainer new GridContainer
{ {
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,

View File

@ -66,7 +66,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
SelectedItem.BindTo(client.CurrentMatchPlayingItem); SelectedItem.BindTo(client.CurrentMatchPlayingItem);
BeatmapAvailabilityTracker.Availability.BindValueChanged(updateBeatmapAvailability, true); BeatmapAvailability.BindValueChanged(updateBeatmapAvailability, true);
UserMods.BindValueChanged(onUserModsChanged); UserMods.BindValueChanged(onUserModsChanged);
client.LoadRequested += onLoadRequested; client.LoadRequested += onLoadRequested;
@ -362,7 +362,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
private void onLoadRequested() private void onLoadRequested()
{ {
if (BeatmapAvailabilityTracker.Availability.Value.State != DownloadState.LocallyAvailable) if (BeatmapAvailability.Value.State != DownloadState.LocallyAvailable)
return; return;
// In the case of spectating, IMultiplayerClient.LoadRequested can be fired while the game is still spectating a previous session. // In the case of spectating, IMultiplayerClient.LoadRequested can be fired while the game is still spectating a previous session.