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To keep things simple, let's not bother debouncing this. The debouncing was causing spectating handling to fail because of two interdependent components binding to `BeatmapAvailability`: Binding to update the screen's `Beatmap` after a download completes:5874706117/osu.Game/Screens/OnlinePlay/Match/RoomSubScreen.cs (L266-L267)
Binding to attempt a load request:8bb7bea04e/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerMatchSubScreen.cs (L67)
The first must update the beatmap before the second runs, else gameplay will not load due to `Beatmap.IsDefault`.