Remove FullyLoaded logic

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.
This commit is contained in:
Dean Herbert 2017-07-20 11:01:50 +09:00
parent 8417e59de3
commit d6968ca09c
5 changed files with 7 additions and 17 deletions

View File

@ -10,7 +10,7 @@ namespace osu.Desktop.VisualTests.Beatmaps
public class TestWorkingBeatmap : WorkingBeatmap
{
public TestWorkingBeatmap(Beatmap beatmap)
: base(beatmap.BeatmapInfo, true)
: base(beatmap.BeatmapInfo)
{
this.beatmap = beatmap;
}

View File

@ -22,17 +22,11 @@ public abstract class WorkingBeatmap : IDisposable
public readonly Bindable<IEnumerable<Mod>> Mods = new Bindable<IEnumerable<Mod>>(new Mod[] { });
/// <summary>
/// Denotes whether extras like storyboards have been loaded for this <see cref="WorkingBeatmap"/>.
/// </summary>
public bool FullyLoaded { get; protected set; }
protected WorkingBeatmap(BeatmapInfo beatmapInfo, bool fullyLoaded = false)
protected WorkingBeatmap(BeatmapInfo beatmapInfo)
{
BeatmapInfo = beatmapInfo;
BeatmapSetInfo = beatmapInfo.BeatmapSet;
Metadata = beatmapInfo.Metadata ?? BeatmapSetInfo.Metadata;
FullyLoaded = fullyLoaded;
Mods.ValueChanged += mods => applyRateAdjustments();
}

View File

@ -291,7 +291,7 @@ public WorkingBeatmap GetWorkingBeatmap(BeatmapInfo beatmapInfo, WorkingBeatmap
if (beatmapInfo.Metadata == null)
beatmapInfo.Metadata = beatmapInfo.BeatmapSet.Metadata;
WorkingBeatmap working = new DatabaseWorkingBeatmap(this, beatmapInfo, withStoryboard);
WorkingBeatmap working = new DatabaseWorkingBeatmap(this, beatmapInfo);
previous?.TransferTo(working);

View File

@ -14,8 +14,8 @@ internal class DatabaseWorkingBeatmap : WorkingBeatmap
{
private readonly BeatmapDatabase database;
public DatabaseWorkingBeatmap(BeatmapDatabase database, BeatmapInfo beatmapInfo, bool fullyLoaded = false)
: base(beatmapInfo, fullyLoaded)
public DatabaseWorkingBeatmap(BeatmapDatabase database, BeatmapInfo beatmapInfo)
: base(beatmapInfo)
{
this.database = database;
}
@ -37,7 +37,7 @@ protected override Beatmap GetBeatmap()
beatmap = decoder.Decode(stream);
}
if (beatmap == null || !FullyLoaded || BeatmapSetInfo.StoryboardFile == null)
if (beatmap == null || BeatmapSetInfo.StoryboardFile == null)
return beatmap;
using (var stream = new StreamReader(reader.GetStream(BeatmapSetInfo.StoryboardFile)))

View File

@ -70,7 +70,7 @@ public class Player : OsuScreen
private bool loadedSuccessfully => HitRenderer?.Objects.Any() == true;
[BackgroundDependencyLoader(permitNulls: true)]
private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuConfigManager config, OsuGame osu)
private void load(AudioManager audio, OsuConfigManager config, OsuGame osu)
{
dimLevel = config.GetBindable<double>(OsuSetting.DimLevel);
mouseWheelDisabled = config.GetBindable<bool>(OsuSetting.MouseDisableWheel);
@ -81,10 +81,6 @@ private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuConfigManager
try
{
if (!Beatmap.Value.FullyLoaded)
// we need to ensure extras like storyboards are loaded.
Beatmap.Value = beatmaps.GetWorkingBeatmap(Beatmap.Value.BeatmapInfo, withStoryboard: true);
if (Beatmap.Value.Beatmap == null)
throw new InvalidOperationException("Beatmap was not loaded");