Always parse storyboards for now. Let's not optimise this until it is necessary. It was leading to weird threading problems due to the load call in Player's async load method.
Callback was expecting the beatmap to be populated where it wasn't being.
Gets ArchiveReader out of WorkingBeatmap and delegates extracting stuff from it to subclasses. Should enable us to make an OnlineWorkingBeatmap or so.
This reverts commit 6f20473e65, reversing changes made to c76a495d3d.
6f20473e65
c76a495d3d
# Conflicts: # osu.Desktop.VisualTests/Tests/TestCasePlayer.cs # osu.Desktop/OsuGameDesktop.cs # osu.Game.Modes.Osu/Objects/Drawables/DrawableHitCircle.cs # osu.Game.Modes.Osu/Objects/Drawables/DrawableSlider.cs # osu.Game/Database/BeatmapDatabase.cs # osu.Game/Graphics/Cursor/OsuCursorContainer.cs # osu.Game/IPC/BeatmapImporter.cs # osu.Game/Modes/Mod.cs # osu.Game/Modes/Objects/Drawables/DrawableHitObject.cs # osu.Game/Modes/UI/Playfield.cs # osu.Game/Screens/Play/Player.cs # osu.Game/Screens/Play/PlayerInputManager.cs
also changed batch-commit of multiple sets to database.
This should avoid any potential issues with intertwined transactions on the same connection while still allowing higher throughput when importing.