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Fix typos
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@ -410,7 +410,7 @@ namespace osu.Game
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void trackCompleted(WorkingBeatmap b)
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void trackCompleted(WorkingBeatmap b)
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{
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{
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// the source of track completion is the audio thread, so the beatmap may have changed before a firing.
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// the source of track completion is the audio thread, so the beatmap may have changed before firing.
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if (Beatmap.Value != b)
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if (Beatmap.Value != b)
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return;
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return;
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@ -214,7 +214,7 @@ namespace osu.Game
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// ScheduleAfterChildren is safety against something in the current frame accessing the previous beatmap's track
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// ScheduleAfterChildren is safety against something in the current frame accessing the previous beatmap's track
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// and potentially causing a reload of it after just unloading.
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// and potentially causing a reload of it after just unloading.
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// Note that the reason for this being added *has* been resolved, so it may be feasible to remover this if required.
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// Note that the reason for this being added *has* been resolved, so it may be feasible to removed this if required.
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Beatmap.BindValueChanged(b => ScheduleAfterChildren(() =>
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Beatmap.BindValueChanged(b => ScheduleAfterChildren(() =>
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{
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{
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// compare to last beatmap as sometimes the two may share a track representation (optimisation, see WorkingBeatmap.TransferTo)
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// compare to last beatmap as sometimes the two may share a track representation (optimisation, see WorkingBeatmap.TransferTo)
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