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Refactor content redirection logic to be easier to parse
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@ -45,18 +45,21 @@ namespace osu.Game.Screens.OnlinePlay.Match
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[Cached]
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protected OnlinePlayBeatmapAvailablilityTracker BeatmapAvailablilityTracker { get; }
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private readonly Container content = new Container { RelativeSizeAxes = Axes.Both };
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private readonly Container content;
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protected RoomSubScreen()
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{
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BeatmapAvailablilityTracker = new OnlinePlayBeatmapAvailablilityTracker
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InternalChildren = new Drawable[]
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{
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SelectedItem = { BindTarget = SelectedItem }
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BeatmapAvailablilityTracker = new OnlinePlayBeatmapAvailablilityTracker
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{
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SelectedItem = { BindTarget = SelectedItem }
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},
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content = new Container { RelativeSizeAxes = Axes.Both },
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};
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base.AddInternal(content);
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}
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// Forward all internal management to content to ensure locally added components are not removed unintentionally.
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// This is a bit ugly but we don't have the concept of InternalContent so it'll have to do for now. (https://github.com/ppy/osu-framework/issues/1690)
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protected override void AddInternal(Drawable drawable) => content.Add(drawable);
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protected override bool RemoveInternal(Drawable drawable) => content.Remove(drawable);
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@ -65,8 +68,6 @@ namespace osu.Game.Screens.OnlinePlay.Match
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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base.AddInternal(BeatmapAvailablilityTracker);
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sampleStart = audio.Samples.Get(@"SongSelect/confirm-selection");
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}
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