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Merge pull request #2959 from peppy/fix-incorrect-mods

Fix mods not correctly resetting when changing ruleset at song select
This commit is contained in:
Dean Herbert 2018-07-17 15:39:02 +09:00 committed by GitHub
commit 15516a499d
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 34 additions and 13 deletions

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@ -44,6 +44,8 @@ namespace osu.Game.Overlays.Mods
private void rulesetChanged(RulesetInfo newRuleset)
{
if (newRuleset == null) return;
var instance = newRuleset.CreateInstance();
foreach (ModSection section in ModSectionsContainer.Children)
@ -173,7 +175,10 @@ namespace osu.Game.Overlays.Mods
refreshSelectedMods();
}
private void refreshSelectedMods() => SelectedMods.Value = ModSectionsContainer.Children.SelectMany(s => s.SelectedMods).ToArray();
private void refreshSelectedMods()
{
SelectedMods.Value = ModSectionsContainer.Children.SelectMany(s => s.SelectedMods).ToArray();
}
public ModSelectOverlay()
{

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@ -11,7 +11,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Mods
{
public class ModAutoplay<T> : ModAutoplay, IApplicableToRulesetContainer<T>
public abstract class ModAutoplay<T> : ModAutoplay, IApplicableToRulesetContainer<T>
where T : HitObject
{
protected virtual Score CreateReplayScore(Beatmap<T> beatmap) => new Score { Replay = new Replay() };

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@ -84,10 +84,10 @@ namespace osu.Game.Screens.Select
protected override void UpdateBeatmap(WorkingBeatmap beatmap)
{
base.UpdateBeatmap(beatmap);
beatmap.Mods.BindTo(SelectedMods);
base.UpdateBeatmap(beatmap);
BeatmapDetails.Beatmap = beatmap;
if (beatmap.Track != null)

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@ -2,6 +2,7 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Linq;
using OpenTK;
using OpenTK.Input;
using osu.Framework.Allocation;
@ -20,6 +21,7 @@ using osu.Game.Graphics.Containers;
using osu.Game.Input.Bindings;
using osu.Game.Overlays;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.Backgrounds;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Menu;
@ -70,7 +72,14 @@ namespace osu.Game.Screens.Select
private DependencyContainer dependencies;
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
=> dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
{
dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
dependencies.CacheAs(this);
dependencies.CacheAs(Ruleset);
dependencies.CacheAs<IBindable<RulesetInfo>>(Ruleset);
return dependencies;
}
protected SongSelect()
{
@ -189,9 +198,9 @@ namespace osu.Game.Screens.Select
[BackgroundDependencyLoader(true)]
private void load(BeatmapManager beatmaps, AudioManager audio, DialogOverlay dialog, OsuColour colours)
{
dependencies.CacheAs(this);
dependencies.CacheAs(Ruleset);
dependencies.CacheAs<IBindable<RulesetInfo>>(Ruleset);
// manual binding to parent ruleset to allow for delayed load in the incoming direction.
base.Ruleset.ValueChanged += r => updateSelectedBeatmap(beatmapNoDebounce);
Ruleset.ValueChanged += r => base.Ruleset.Value = r;
if (Footer != null)
{
@ -277,7 +286,7 @@ namespace osu.Game.Screens.Select
// If selecting new beatmap without bypassing filters failed, there's possibly a ruleset mismatch
if (beatmap?.BeatmapInfo?.Ruleset != null && beatmap.BeatmapInfo.Ruleset != Ruleset.Value)
{
Ruleset.Value = beatmap.BeatmapInfo.Ruleset;
base.Ruleset.Value = beatmap.BeatmapInfo.Ruleset;
Carousel.SelectBeatmap(beatmap.BeatmapInfo);
}
}
@ -295,18 +304,25 @@ namespace osu.Game.Screens.Select
void performLoad()
{
WorkingBeatmap working = Beatmap.Value;
bool preview = false;
// We may be arriving here due to another component changing the bindable Beatmap.
// In these cases, the other component has already loaded the beatmap, so we don't need to do so again.
if (beatmap?.Equals(Beatmap.Value.BeatmapInfo) != true)
{
bool preview = beatmap?.BeatmapSetInfoID != Beatmap.Value?.BeatmapInfo.BeatmapSetInfoID;
Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap, Beatmap.Value);
ensurePlayingSelected(preview);
preview = beatmap?.BeatmapSetInfoID != Beatmap.Value?.BeatmapInfo.BeatmapSetInfoID;
working = beatmaps.GetWorkingBeatmap(beatmap, Beatmap.Value);
}
working.Mods.Value = Enumerable.Empty<Mod>();
Beatmap.Value = working;
Ruleset.Value = ruleset;
ensurePlayingSelected(preview);
UpdateBeatmap(Beatmap.Value);
}