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Fix weird behaviour when skipping back and forth with shuffle enabled
Closes https://github.com/ppy/osu/issues/32590 I didn't think there would come a day where I'd unironically use a linked list, but here we are.
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@@ -73,9 +73,9 @@ namespace osu.Game.Overlays
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private AudioFilter audioDuckFilter = null!;
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private readonly Bindable<RandomSelectAlgorithm> randomSelectAlgorithm = new Bindable<RandomSelectAlgorithm>();
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private readonly List<Live<BeatmapSetInfo>> previousRandomSets = new List<Live<BeatmapSetInfo>>();
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private int randomHistoryDirection;
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private int lastRandomTrackDirection;
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private readonly LinkedList<Live<BeatmapSetInfo>> randomHistory = new LinkedList<Live<BeatmapSetInfo>>();
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private LinkedListNode<Live<BeatmapSetInfo>>? currentRandomHistoryPosition;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, OsuConfigManager configManager)
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@@ -371,81 +371,66 @@ namespace osu.Game.Overlays
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private Live<BeatmapSetInfo>? getNextRandom(int direction, bool allowProtectedTracks)
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{
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try
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Live<BeatmapSetInfo> result;
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var possibleSets = getBeatmapSets(allowProtectedTracks).ToList();
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if (possibleSets.Count == 0)
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return null;
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// if there is only one possible set left, play it, even if it is the same as the current track.
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// looping is preferable over playing nothing.
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if (possibleSets.Count == 1)
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return possibleSets.Single();
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// now that we actually know there is a choice, do not allow the current track to be played again.
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possibleSets.RemoveAll(s => s.Value.Equals(current?.BeatmapSetInfo));
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if (currentRandomHistoryPosition != null)
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{
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Live<BeatmapSetInfo> result;
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if (direction < 0 && currentRandomHistoryPosition.Previous != null)
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return (currentRandomHistoryPosition = currentRandomHistoryPosition.Previous).Value;
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var possibleSets = getBeatmapSets(allowProtectedTracks).ToList();
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if (direction > 0 && currentRandomHistoryPosition.Next != null)
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return (currentRandomHistoryPosition = currentRandomHistoryPosition.Next).Value;
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}
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if (possibleSets.Count == 0)
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return null;
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// if the early-return above didn't cover it, it means that we have no history to fall back on
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// and need to actually choose something random.
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// if there is only
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// one possible set left, play it, even if it is the same as the current track.
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// looping is preferable over playing nothing.
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if (possibleSets.Count == 1)
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return possibleSets.Single();
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Debug.Assert(randomHistory.Count == 0
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|| (currentRandomHistoryPosition == randomHistory.First && direction < 0)
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|| (currentRandomHistoryPosition == randomHistory.Last && direction > 0));
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// now that we actually know there is a choice, do not allow the current track to be played again.
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possibleSets.RemoveAll(s => s.Value.Equals(current?.BeatmapSetInfo));
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switch (randomSelectAlgorithm.Value)
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{
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case RandomSelectAlgorithm.Random:
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result = possibleSets[RNG.Next(possibleSets.Count)];
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break;
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// condition below checks if the signs of `randomHistoryDirection` and `direction` are opposite and not zero.
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// if that is the case, it means that the user had previously chosen next track `randomHistoryDirection` times and wants to go back,
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// or that the user had previously chosen previous track `randomHistoryDirection` times and wants to go forward.
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// in both cases, it means that we have a history of previous random selections that we can rewind.
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if (randomHistoryDirection * direction < 0)
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{
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Debug.Assert(Math.Abs(randomHistoryDirection) == previousRandomSets.Count);
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case RandomSelectAlgorithm.RandomPermutation:
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var notYetPlayedSets = possibleSets.Except(randomHistory).ToList();
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// if the user has been shuffling backwards and now going forwards (or vice versa),
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// the topmost item from history needs to be discarded because it's the *current* track.
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if (direction * lastRandomTrackDirection < 0)
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if (notYetPlayedSets.Count == 0)
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{
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previousRandomSets.RemoveAt(previousRandomSets.Count - 1);
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randomHistoryDirection += direction;
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possibleSets.RemoveAll(s => s.Value.Equals(current?.BeatmapSetInfo));
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notYetPlayedSets = possibleSets;
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randomHistory.Clear();
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}
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if (previousRandomSets.Count > 0)
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{
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result = previousRandomSets[^1];
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previousRandomSets.RemoveAt(previousRandomSets.Count - 1);
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return result;
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}
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}
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result = notYetPlayedSets[RNG.Next(notYetPlayedSets.Count)];
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// if the early-return above didn't cover it, it means that we have no history to fall back on
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// and need to actually choose something random.
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switch (randomSelectAlgorithm.Value)
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{
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case RandomSelectAlgorithm.Random:
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result = possibleSets[RNG.Next(possibleSets.Count)];
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break;
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if (randomHistory.Count == 0 || (currentRandomHistoryPosition == randomHistory.Last && direction > 0))
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currentRandomHistoryPosition = randomHistory.AddLast(result);
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else if (currentRandomHistoryPosition == randomHistory.First && direction < 0)
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currentRandomHistoryPosition = randomHistory.AddFirst(result);
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break;
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case RandomSelectAlgorithm.RandomPermutation:
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var notYetPlayedSets = possibleSets.Except(previousRandomSets).ToList();
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if (notYetPlayedSets.Count == 0)
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{
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notYetPlayedSets = possibleSets;
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previousRandomSets.Clear();
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randomHistoryDirection = 0;
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}
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result = notYetPlayedSets[RNG.Next(notYetPlayedSets.Count)];
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(randomSelectAlgorithm), randomSelectAlgorithm.Value, "Unsupported random select algorithm");
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}
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previousRandomSets.Add(result);
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return result;
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}
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finally
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{
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randomHistoryDirection += direction;
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lastRandomTrackDirection = direction;
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default:
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throw new ArgumentOutOfRangeException(nameof(randomSelectAlgorithm), randomSelectAlgorithm.Value, "Unsupported random select algorithm");
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}
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return result;
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}
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private void restartTrack()
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