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Add ability to lookup multiple users at once to UserLookupCache
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@ -27,6 +27,30 @@ namespace osu.Game.Database
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[ItemCanBeNull]
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public Task<User> GetUserAsync(int userId, CancellationToken token = default) => GetAsync(userId, token);
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/// <summary>
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/// Perform an API lookup on the specified users, populating a <see cref="User"/> model.
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/// </summary>
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/// <param name="userIds">The users to lookup.</param>
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/// <param name="token">An optional cancellation token.</param>
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/// <returns>.</returns>
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public Task<User[]> GetUsersAsync(int[] userIds, CancellationToken token = default)
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{
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var userLookupTasks = new List<Task<User>>();
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foreach (var u in userIds)
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{
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userLookupTasks.Add(GetUserAsync(u, token).ContinueWith(task =>
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{
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if (!task.IsCompletedSuccessfully)
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return null;
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return task.Result;
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}, token));
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}
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return Task.WhenAll(userLookupTasks);
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}
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protected override async Task<User> ComputeValueAsync(int lookup, CancellationToken token = default)
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=> await queryUser(lookup).ConfigureAwait(false);
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@ -5,7 +5,6 @@ using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading.Tasks;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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@ -61,7 +60,7 @@ namespace osu.Game.Screens.Spectate
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{
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base.LoadComplete();
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getAllUsers().ContinueWith(users => Schedule(() =>
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userLookupCache.GetUsersAsync(userIds.ToArray()).ContinueWith(users => Schedule(() =>
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{
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foreach (var u in users.Result)
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userMap[u.Id] = u;
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@ -77,24 +76,6 @@ namespace osu.Game.Screens.Spectate
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}));
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}
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private Task<User[]> getAllUsers()
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{
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var userLookupTasks = new List<Task<User>>();
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foreach (var u in userIds)
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{
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userLookupTasks.Add(userLookupCache.GetUserAsync(u).ContinueWith(task =>
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{
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if (!task.IsCompletedSuccessfully)
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return null;
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return task.Result;
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}));
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}
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return Task.WhenAll(userLookupTasks);
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}
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private void beatmapUpdated(ValueChangedEvent<WeakReference<BeatmapSetInfo>> e)
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{
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if (!e.NewValue.TryGetTarget(out var beatmapSet))
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