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Attempt to fix cross-thread database usage
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@ -64,14 +64,19 @@ namespace osu.Game.Screens.Select
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public IEnumerable<BeatmapSetInfo> BeatmapSets
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public IEnumerable<BeatmapSetInfo> BeatmapSets
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{
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{
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get { return beatmapSets.Select(g => g.BeatmapSet); }
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get => beatmapSets.Select(g => g.BeatmapSet);
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set
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set => loadBeatmapSets(() => value);
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}
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public void LoadBeatmapSetsFromManager(BeatmapManager manager) => loadBeatmapSets(manager.GetAllUsableBeatmapSetsEnumerable);
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private void loadBeatmapSets(Func<IEnumerable<BeatmapSetInfo>> beatmapSets)
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{
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{
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CarouselRoot newRoot = new CarouselRoot(this);
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CarouselRoot newRoot = new CarouselRoot(this);
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Task.Run(() =>
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Task.Run(() =>
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{
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{
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value.Select(createCarouselSet).Where(g => g != null).ForEach(newRoot.AddChild);
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beatmapSets().Select(createCarouselSet).Where(g => g != null).ForEach(newRoot.AddChild);
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newRoot.Filter(activeCriteria);
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newRoot.Filter(activeCriteria);
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// preload drawables as the ctor overhead is quite high currently.
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// preload drawables as the ctor overhead is quite high currently.
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@ -90,7 +95,6 @@ namespace osu.Game.Screens.Select
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});
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});
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}));
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}));
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}
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}
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}
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private readonly List<float> yPositions = new List<float>();
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private readonly List<float> yPositions = new List<float>();
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private Cached itemsCache = new Cached();
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private Cached itemsCache = new Cached();
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@ -222,7 +222,7 @@ namespace osu.Game.Screens.Select
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sampleChangeDifficulty = await audio.Sample.GetAsync(@"SongSelect/select-difficulty");
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sampleChangeDifficulty = await audio.Sample.GetAsync(@"SongSelect/select-difficulty");
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sampleChangeBeatmap = await audio.Sample.GetAsync(@"SongSelect/select-expand");
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sampleChangeBeatmap = await audio.Sample.GetAsync(@"SongSelect/select-expand");
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Carousel.BeatmapSets = this.beatmaps.GetAllUsableBeatmapSetsEnumerable();
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Carousel.LoadBeatmapSetsFromManager(this.beatmaps);
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}
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}
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public void Edit(BeatmapInfo beatmap)
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public void Edit(BeatmapInfo beatmap)
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