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Merge pull request #12667 from peppy/fix-editor-threading-failure

Remove unsafe access to Composer.HitObjects
This commit is contained in:
Dan Balasescu 2021-05-04 16:36:50 +09:00 committed by GitHub
commit f2f41545f8
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@ -34,13 +34,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load() private void load()
{ {
// For non-pooled rulesets, hitobjects are already present in the playfield which allows the blueprints to be loaded in the async context.
if (Composer != null)
{
foreach (var obj in Composer.HitObjects)
AddBlueprintFor(obj.HitObject);
}
selectedHitObjects.BindTo(Beatmap.SelectedHitObjects); selectedHitObjects.BindTo(Beatmap.SelectedHitObjects);
selectedHitObjects.CollectionChanged += (selectedObjects, args) => selectedHitObjects.CollectionChanged += (selectedObjects, args) =>
{ {
@ -69,7 +62,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
if (Composer != null) if (Composer != null)
{ {
// For pooled rulesets, blueprints must be added for hitobjects already "current" as they would've not been "current" during the async load addition process above.
foreach (var obj in Composer.HitObjects) foreach (var obj in Composer.HitObjects)
AddBlueprintFor(obj.HitObject); AddBlueprintFor(obj.HitObject);