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CI fixes.
Update SpeedAdjustmentCollection.cs
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@ -36,7 +36,7 @@ namespace osu.Game.Rulesets.Timing
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protected override IComparer<Drawable> DepthComparer => new SpeedAdjustmentContainerReverseStartTimeComparer();
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/// <summary>
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/// Hit objects that are to be re-processed when <see cref="layout"/> is invalidated.
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/// Hit objects that are to be re-processed on the next update.
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/// </summary>
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private readonly Queue<DrawableHitObject> queuedHitObjects = new Queue<DrawableHitObject>();
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@ -60,6 +60,9 @@ namespace osu.Game.Rulesets.Timing
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{
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base.Update();
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// Todo: At the moment this is going to re-process every single Update, however this will only be a null-op
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// when there are no SpeedAdjustmentContainers available. This should probably error or something, but it's okay for now.
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// An external count is kept because hit objects that can't be added are re-queued
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int count = queuedHitObjects.Count;
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while (count-- > 0)
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@ -121,4 +124,4 @@ namespace osu.Game.Rulesets.Timing
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}
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}
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}
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}
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}
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@ -1,3 +1,6 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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@ -98,4 +101,4 @@ namespace osu.Game.Rulesets.UI
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/// </summary>
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protected abstract void ApplySpeedAdjustments();
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}
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}
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}
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