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Don't calculate performance if difficulty attributes aren't locally computable.
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@ -43,6 +43,10 @@ namespace osu.Game.Scoring
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{
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{
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var attributes = await difficultyManager.GetDifficultyAsync(score.Beatmap, score.Ruleset, score.Mods, token);
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var attributes = await difficultyManager.GetDifficultyAsync(score.Beatmap, score.Ruleset, score.Mods, token);
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// Performance calculation requires the beatmap and ruleset to be locally available. If not, return a default value.
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if (attributes.Attributes == null)
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return default;
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if (token.IsCancellationRequested)
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if (token.IsCancellationRequested)
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return default;
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return default;
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