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Refactor track transferring logic for ability to override and disallow
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@ -126,11 +126,19 @@ namespace osu.Game.Beatmaps
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}
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/// <summary>
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/// Transfer a valid audio track into this working beatmap. Used as an optimisation to avoid reload / track swap
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/// across difficulties in the same beatmap set.
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/// Attempts to transfer the audio track to a target working beatmap, if valid for transferring.
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/// Used as an optimisation to avoid reload / track swap across difficulties in the same beatmap set.
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/// </summary>
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/// <param name="track">The track to transfer.</param>
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public void TransferTrack([NotNull] Track track) => this.track = track ?? throw new ArgumentNullException(nameof(track));
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/// <param name="target">The target working beatmap to transfer this track to.</param>
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/// <returns>Whether the track is valid and has been transferred to this working beatmap.</returns>
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public virtual bool TryTransferTrack([NotNull] WorkingBeatmap target)
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{
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if (BeatmapInfo?.AudioEquals(target.BeatmapInfo) != true)
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return false;
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target.track = track;
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return true;
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}
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/// <summary>
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/// Get the loaded audio track instance. <see cref="LoadTrack"/> must have first been called.
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@ -290,15 +290,8 @@ namespace osu.Game.Overlays
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current = newWorking;
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if (!audioEquals || CurrentTrack.IsDummyDevice)
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{
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if (lastWorking == null || !lastWorking.TryTransferTrack(current))
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changeTrack();
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}
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else
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{
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// transfer still valid track to new working beatmap
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current.TransferTrack(lastWorking.Track);
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}
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TrackChanged?.Invoke(current, direction);
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