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Fix scheduled calls piling up during transactions
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parent
9c8b25e034
commit
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@ -6,6 +6,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Threading;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Containers;
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using osu.Game.Overlays;
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using osu.Game.Overlays;
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@ -47,9 +48,13 @@ namespace osu.Game.Rulesets.Edit
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EditorBeatmap.TransactionEnded += updateInspectorText;
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EditorBeatmap.TransactionEnded += updateInspectorText;
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}
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}
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private ScheduledDelegate? rollingTextUpdate;
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private void updateInspectorText()
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private void updateInspectorText()
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{
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{
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inspectorText.Clear();
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inspectorText.Clear();
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rollingTextUpdate?.Cancel();
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rollingTextUpdate = null;
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switch (EditorBeatmap.SelectedHitObjects.Count)
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switch (EditorBeatmap.SelectedHitObjects.Count)
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{
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{
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@ -108,7 +113,7 @@ namespace osu.Game.Rulesets.Edit
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// I'd hope there's a better way to do this, but I don't want to bind to each and every property above to watch for changes.
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// I'd hope there's a better way to do this, but I don't want to bind to each and every property above to watch for changes.
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// This is a good middle-ground for the time being.
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// This is a good middle-ground for the time being.
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Scheduler.AddDelayed(updateInspectorText, 250);
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rollingTextUpdate ??= Scheduler.AddDelayed(updateInspectorText, 250);
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break;
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break;
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default:
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default:
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