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Fix the check of beatmapset local availability

This commit is contained in:
Jamie Taylor 2019-02-28 16:14:50 +09:00
parent 3a3c2ae21a
commit 8cf83e2f4a
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@ -2,7 +2,7 @@
// See the LICENCE file in the repository root for full licence text. // See the LICENCE file in the repository root for full licence text.
using System; using System;
using Microsoft.EntityFrameworkCore.Internal; using System.Linq;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
@ -41,7 +41,7 @@ namespace osu.Game.Overlays.Direct
{ {
if (setInfo.NewValue == null) if (setInfo.NewValue == null)
attachDownload(null); attachDownload(null);
else if (beatmaps.QueryBeatmapSets(s => s.OnlineBeatmapSetID == setInfo.NewValue.OnlineBeatmapSetID).Any()) else if (beatmaps.GetAllUsableBeatmapSetsEnumerable().Any(s => s.OnlineBeatmapSetID == setInfo.NewValue.OnlineBeatmapSetID))
State.Value = DownloadState.LocallyAvailable; State.Value = DownloadState.LocallyAvailable;
else else
attachDownload(beatmaps.GetExistingDownload(setInfo.NewValue)); attachDownload(beatmaps.GetExistingDownload(setInfo.NewValue));