Use Task.Run/Wait to avoid warnings

This commit is contained in:
Dean Herbert 2019-06-10 12:46:21 +09:00
parent f090e292c9
commit 600503ec8e
2 changed files with 5 additions and 4 deletions

View File

@ -210,7 +210,7 @@ public void TestStartAfterUnMatchingFilterDoesNotStart()
AddAssert("start not requested", () => !startRequested);
}
private void importForRuleset(int id) => AddStep($"import test map for ruleset {id}", () => manager.Import(createTestBeatmapSet(getImportId(), rulesets.AvailableRulesets.Where(r => r.ID == id).ToArray())));
private void importForRuleset(int id) => AddStep($"import test map for ruleset {id}", () => manager.Import(createTestBeatmapSet(getImportId(), rulesets.AvailableRulesets.Where(r => r.ID == id).ToArray())).Wait());
private static int importId;
private int getImportId() => ++importId;
@ -232,7 +232,7 @@ private void addManyTestMaps()
var usableRulesets = rulesets.AvailableRulesets.Where(r => r.ID != 2).ToArray();
for (int i = 0; i < 100; i += 10)
manager.Import(createTestBeatmapSet(i, usableRulesets));
manager.Import(createTestBeatmapSet(i, usableRulesets)).Wait();
});
}

View File

@ -32,6 +32,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using osu.Framework.Graphics.Sprites;
namespace osu.Game.Screens.Select
@ -256,8 +257,8 @@ private void load(BeatmapManager beatmaps, AudioManager audio, DialogOverlay dia
if (!beatmaps.GetAllUsableBeatmapSets().Any() && beatmaps.StableInstallationAvailable)
dialogOverlay.Push(new ImportFromStablePopup(() =>
{
beatmaps.ImportFromStableAsync();
skins.ImportFromStableAsync();
Task.Run(beatmaps.ImportFromStableAsync);
Task.Run(skins.ImportFromStableAsync);
}));
});
}