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

@ -70,7 +70,7 @@ namespace osu.Game.Screens.Play
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 @@ namespace osu.Game.Screens.Play
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");