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Expose the loading player in PlayerLoader
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@ -90,7 +90,7 @@ namespace osu.Game.Screens.Play
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private bool readyForPush =>
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!playerConsumed
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// don't push unless the player is completely loaded
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&& player?.LoadState == LoadState.Ready
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&& CurrentPlayer?.LoadState == LoadState.Ready
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// don't push if the user is hovering one of the panes, unless they are idle.
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&& (IsHovered || idleTracker.IsIdle.Value)
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// don't push if the user is dragging a slider or otherwise.
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@ -100,10 +100,14 @@ namespace osu.Game.Screens.Play
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private readonly Func<Player> createPlayer;
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private Player player;
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/// <summary>
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/// The <see cref="Player"/> instance being loaded by this screen.
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/// </summary>
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[CanBeNull]
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public Player CurrentPlayer { get; private set; }
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/// <summary>
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/// Whether the curent player instance has been consumed via <see cref="consumePlayer"/>.
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/// Whether the current player instance has been consumed via <see cref="consumePlayer"/>.
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/// </summary>
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private bool playerConsumed;
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@ -237,12 +241,12 @@ namespace osu.Game.Screens.Play
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{
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base.OnResuming(last);
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var lastScore = player.Score;
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var lastScore = CurrentPlayer.Score;
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AudioSettings.ReferenceScore.Value = lastScore?.ScoreInfo;
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// prepare for a retry.
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player = null;
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CurrentPlayer = null;
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playerConsumed = false;
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cancelLoad();
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@ -346,7 +350,7 @@ namespace osu.Game.Screens.Play
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Debug.Assert(!playerConsumed);
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playerConsumed = true;
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return player;
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return CurrentPlayer;
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}
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private void prepareNewPlayer()
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@ -354,11 +358,11 @@ namespace osu.Game.Screens.Play
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if (!this.IsCurrentScreen())
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return;
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player = createPlayer();
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player.RestartCount = restartCount++;
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player.RestartRequested = restartRequested;
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CurrentPlayer = createPlayer();
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CurrentPlayer.RestartCount = restartCount++;
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CurrentPlayer.RestartRequested = restartRequested;
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LoadTask = LoadComponentAsync(player, _ => MetadataInfo.Loading = false);
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LoadTask = LoadComponentAsync(CurrentPlayer, _ => MetadataInfo.Loading = false);
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}
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private void restartRequested()
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@ -472,7 +476,7 @@ namespace osu.Game.Screens.Play
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if (isDisposing)
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{
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// if the player never got pushed, we should explicitly dispose it.
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DisposalTask = LoadTask?.ContinueWith(_ => player?.Dispose());
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DisposalTask = LoadTask?.ContinueWith(_ => CurrentPlayer?.Dispose());
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}
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}
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