diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index fda6bdaa8f..443108cf34 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -613,6 +613,7 @@ namespace osu.Game.Screens.Play // if an exit has been requested, cancel any pending completion (the user has shown intention to exit). resultsDisplayDelegate?.Cancel(); + // import current score if possible. beginScoreImport(); // The actual exit is performed if @@ -770,7 +771,11 @@ namespace osu.Game.Screens.Play { if (prepareScoreForDisplayTask == null) { - beginScoreImport(); + // Try importing score since the task hasn't been invoked yet. + if (!beginScoreImport()) + // If the task hasn't started, the score will never be imported. + resultsDisplayDelegate?.Cancel(); + return; } @@ -790,17 +795,25 @@ namespace osu.Game.Screens.Play Scheduler.Add(resultsDisplayDelegate); } - private void beginScoreImport() + /// + /// Ends replay recording and runs only when results can be shown + /// + /// + /// Whether the task has been invoked + /// + private bool beginScoreImport() { - // We do not want to import the score in cases where we don't show results - bool canShowResults = Configuration.ShowResults && ScoreProcessor.HasCompleted.Value && GameplayState.HasPassed; - if (!canShowResults) - return; - // Ensure we are not writing to the replay any more, as we are about to consume and store the score. DrawableRuleset.SetRecordTarget(null); + // We do not want to import the score in cases where we don't show results + bool canShowResults = Configuration.ShowResults && ScoreProcessor.HasCompleted.Value && GameplayState.HasPassed; + if (!canShowResults) + return false; + prepareScoreForDisplayTask ??= Task.Run(prepareAndImportScore); + + return true; } ///