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Use lazy for WorkingBeatmap component loading
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@ -28,16 +28,10 @@ namespace osu.Game.Beatmaps
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Metadata = beatmapInfo.Metadata ?? BeatmapSetInfo?.Metadata ?? new BeatmapMetadata();
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Mods.ValueChanged += mods => applyRateAdjustments();
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}
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private void applyRateAdjustments()
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{
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var t = track;
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if (t == null) return;
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t.ResetSpeedAdjustments();
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foreach (var mod in Mods.Value.OfType<IApplicableToClock>())
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mod.ApplyToClock(t);
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beatmap = new Lazy<Beatmap>(populateBeatmap);
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background = new Lazy<Texture>(populateBackground);
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track = new Lazy<Track>(populateTrack);
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}
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protected abstract Beatmap GetBeatmap();
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@ -45,98 +39,75 @@ namespace osu.Game.Beatmaps
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protected abstract Track GetTrack();
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protected virtual Waveform GetWaveform() => new Waveform();
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private Beatmap beatmap;
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private readonly object beatmapLock = new object();
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public Beatmap Beatmap
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public bool BeatmapLoaded => beatmap.IsValueCreated;
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public Beatmap Beatmap => beatmap.Value;
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private readonly Lazy<Beatmap> beatmap;
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private Beatmap populateBeatmap()
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{
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get
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{
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lock (beatmapLock)
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{
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if (beatmap != null) return beatmap;
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var b = GetBeatmap() ?? new Beatmap();
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beatmap = GetBeatmap() ?? new Beatmap();
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// use the database-backed info.
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b.BeatmapInfo = BeatmapInfo;
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// use the database-backed info.
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beatmap.BeatmapInfo = BeatmapInfo;
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return beatmap;
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}
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}
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return b;
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}
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private readonly object backgroundLock = new object();
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private Texture background;
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public Texture Background
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public bool BackgroundLoaded => background.IsValueCreated;
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public Texture Background => background.Value;
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private Lazy<Texture> background;
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private Texture populateBackground() => GetBackground();
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public bool TrackLoaded => track.IsValueCreated;
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public Track Track => track.Value;
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private Lazy<Track> track;
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private Track populateTrack()
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{
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get
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{
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lock (backgroundLock)
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{
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return background ?? (background = GetBackground());
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}
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}
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// we want to ensure that we always have a track, even if it's a fake one.
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var t = GetTrack() ?? new TrackVirtual();
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applyRateAdjustments(t);
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return t;
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}
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private Track track;
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private readonly object trackLock = new object();
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public Track Track
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{
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get
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{
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lock (trackLock)
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{
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if (track != null) return track;
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public bool WaveformLoaded => waveform.IsValueCreated;
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public Waveform Waveform => waveform.Value;
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private Lazy<Waveform> waveform;
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// we want to ensure that we always have a track, even if it's a fake one.
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track = GetTrack() ?? new TrackVirtual();
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applyRateAdjustments();
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return track;
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}
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}
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}
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private Waveform waveform;
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private readonly object waveformLock = new object();
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public Waveform Waveform
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{
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get
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{
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lock (waveformLock)
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return waveform ?? (waveform = GetWaveform());
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}
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}
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public bool TrackLoaded => track != null;
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private Waveform populateWaveform() => GetWaveform();
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public void TransferTo(WorkingBeatmap other)
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{
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lock (trackLock)
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{
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if (track != null && BeatmapInfo.AudioEquals(other.BeatmapInfo))
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other.track = track;
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}
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if (track.IsValueCreated && track.Value != null && BeatmapInfo.AudioEquals(other.BeatmapInfo))
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other.track = track;
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if (background != null && BeatmapInfo.BackgroundEquals(other.BeatmapInfo))
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if (background.IsValueCreated && background.Value != null && BeatmapInfo.BackgroundEquals(other.BeatmapInfo))
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other.background = background;
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}
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public virtual void Dispose()
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{
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background?.Dispose();
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background = null;
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waveform?.Dispose();
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if (BackgroundLoaded) Background.Dispose();
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if (WaveformLoaded) Waveform.Dispose();
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}
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public void DisposeTrack()
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{
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lock (trackLock)
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{
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track?.Dispose();
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track = null;
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}
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if (!track.IsValueCreated) return;
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track.Value?.Dispose();
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track = null;
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}
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private void applyRateAdjustments(Track t = null)
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{
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if (t == null && track.IsValueCreated) t = track.Value;
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if (t == null) return;
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t.ResetSpeedAdjustments();
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foreach (var mod in Mods.Value.OfType<IApplicableToClock>())
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mod.ApplyToClock(t);
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}
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}
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}
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