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