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Merge pull request #20270 from OliBomby/fix-selectionblueprint-order
Fixed HitObjectOrderedSelectionContainer being able to become unsorted and causing crashes
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commit
27a81dfb9f
@ -0,0 +1,75 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using NUnit.Framework;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Tests.Beatmaps;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Editing
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{
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public class TestSceneSelectionBlueprintDeselection : EditorTestScene
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{
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protected override Ruleset CreateEditorRuleset() => new OsuRuleset();
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new TestBeatmap(ruleset, false);
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[Test]
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public void TestSingleDeleteAtSameTime()
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{
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HitCircle? circle1 = null;
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AddStep("add two circles at the same time", () =>
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{
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EditorClock.Seek(0);
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circle1 = new HitCircle();
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var circle2 = new HitCircle();
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EditorBeatmap.Add(circle1);
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EditorBeatmap.Add(circle2);
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EditorBeatmap.SelectedHitObjects.Add(circle1);
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EditorBeatmap.SelectedHitObjects.Add(circle2);
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});
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AddStep("delete the first circle", () => EditorBeatmap.Remove(circle1));
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AddAssert("one hitobject remains", () => EditorBeatmap.HitObjects.Count == 1);
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AddAssert("one hitobject selected", () => EditorBeatmap.SelectedHitObjects.Count == 1);
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}
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[Test]
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public void TestBigStackDeleteAtSameTime()
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{
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AddStep("add 20 circles at the same time", () =>
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{
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EditorClock.Seek(0);
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for (int i = 0; i < 20; i++)
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{
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EditorBeatmap.Add(new HitCircle());
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}
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});
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AddStep("select half of the circles", () =>
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{
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foreach (var hitObject in EditorBeatmap.HitObjects.SkipLast(10).Reverse())
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{
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EditorBeatmap.SelectedHitObjects.Add(hitObject);
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}
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});
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AddStep("delete all selected circles", () =>
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{
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InputManager.PressKey(Key.Delete);
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InputManager.ReleaseKey(Key.Delete);
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});
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AddAssert("10 hitobjects remain", () => EditorBeatmap.HitObjects.Count == 10);
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AddAssert("no hitobjects selected", () => EditorBeatmap.SelectedHitObjects.Count == 0);
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}
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}
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}
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@ -24,11 +24,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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base.LoadComplete();
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editorBeatmap.HitObjectUpdated += hitObjectUpdated;
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editorBeatmap.BeatmapReprocessed += SortInternal;
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}
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private void hitObjectUpdated(HitObject _) => SortInternal();
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public override void Add(SelectionBlueprint<HitObject> drawable)
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{
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SortInternal();
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@ -72,7 +70,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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base.Dispose(isDisposing);
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if (editorBeatmap != null)
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editorBeatmap.HitObjectUpdated -= hitObjectUpdated;
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editorBeatmap.BeatmapReprocessed -= SortInternal;
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}
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}
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}
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@ -48,6 +48,15 @@ namespace osu.Game.Screens.Edit
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/// </summary>
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public event Action<HitObject> HitObjectUpdated;
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/// <summary>
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/// Invoked after any state changes occurred which triggered a beatmap reprocess via an <see cref="IBeatmapProcessor"/>.
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/// </summary>
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/// <remarks>
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/// Beatmap processing may change the order of hitobjects. This event gives external components a chance to handle any changes
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/// not covered by the <see cref="HitObjectAdded"/> / <see cref="HitObjectUpdated"/> / <see cref="HitObjectRemoved"/> events.
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/// </remarks>
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public event Action BeatmapReprocessed;
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/// <summary>
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/// All currently selected <see cref="HitObject"/>s.
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/// </summary>
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@ -331,6 +340,8 @@ namespace osu.Game.Screens.Edit
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beatmapProcessor?.PostProcess();
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BeatmapReprocessed?.Invoke();
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// callbacks may modify the lists so let's be safe about it
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var deletes = batchPendingDeletes.ToArray();
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batchPendingDeletes.Clear();
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