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Force a beatmap availability state change when selected item is changed
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@ -34,6 +34,7 @@ namespace osu.Game.Online.Rooms
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DownloadProgress = downloadProgress;
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}
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public static BeatmapAvailability Unknown() => new BeatmapAvailability(DownloadState.Unknown);
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public static BeatmapAvailability NotDownloaded() => new BeatmapAvailability(DownloadState.NotDownloaded);
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public static BeatmapAvailability Downloading(float progress) => new BeatmapAvailability(DownloadState.Downloading, progress);
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public static BeatmapAvailability Importing() => new BeatmapAvailability(DownloadState.Importing);
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@ -60,6 +60,15 @@ namespace osu.Game.Online.Rooms
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if (item.NewValue == null)
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return;
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// Initially set to unknown until we have attained a good state.
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// This has the wanted side effect of forcing a state change when the current playlist
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// item changes at the server but our local availability doesn't necessarily change
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// (ie. we have both the previous and next item LocallyAvailable).
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//
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// Note that even without this, the server will trigger a state change and things will work.
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// This is just for safety.
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availability.Value = BeatmapAvailability.Unknown();
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downloadTracker?.RemoveAndDisposeImmediately();
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selectedBeatmap = null;
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