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Finishing an operation started via `OngoingOperationTracker.BeginOperation()` was risky in cases where the operation ended at a callback on another thread (which, in the case of multiplayer, is *most* cases). In particular, if any consumer registered a callback that mutates transforms when the operation ends, it would result in crashes after the framework-side safety checks. Rework `OngoingOperationTracker` into an always-present component residing in the drawable hierarchy, and ensure that the `operationInProgress` bindable is always updated on the update thread. This way consumers don't have to add local schedules in multiple places. |
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Audio | ||
Beatmaps | ||
Chat | ||
Collections/IO | ||
Editing | ||
Gameplay | ||
Input | ||
NonVisual | ||
Online | ||
Resources | ||
Rulesets | ||
Scores/IO | ||
ScrollAlgorithms | ||
Skins | ||
Testing | ||
Visual | ||
ImportTest.cs | ||
osu.Game.Tests.csproj | ||
WaveformTestBeatmap.cs |