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Add internal pathway for ensuring correct application of bindable mods

This commit is contained in:
Dean Herbert 2021-01-03 15:48:28 +09:00
parent 23e216fa0b
commit 29dbb1cc0d
3 changed files with 20 additions and 9 deletions

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@ -51,7 +51,7 @@ namespace osu.Game.Online.API
if (!Settings.TryGetValue(property.Name.Underscore(), out object settingValue)) if (!Settings.TryGetValue(property.Name.Underscore(), out object settingValue))
continue; continue;
((IBindable)property.GetValue(resultMod)).Parse(settingValue); resultMod.CopyAdjustedSetting((IBindable)property.GetValue(resultMod), settingValue);
} }
return resultMod; return resultMod;

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@ -3,7 +3,6 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Diagnostics;
using System.Linq; using System.Linq;
using System.Reflection; using System.Reflection;
using Newtonsoft.Json; using Newtonsoft.Json;
@ -134,19 +133,25 @@ namespace osu.Game.Rulesets.Mods
// Copy bindable values across // Copy bindable values across
foreach (var (_, prop) in this.GetSettingsSourceProperties()) foreach (var (_, prop) in this.GetSettingsSourceProperties())
{ {
var origBindable = prop.GetValue(this); var origBindable = (IBindable)prop.GetValue(this);
var copyBindable = prop.GetValue(copy); var copyBindable = (IBindable)prop.GetValue(copy);
// The bindables themselves are readonly, so the value must be transferred through the Bindable<T>.Value property. // we only care about changes that have been made away from defaults.
var valueProperty = origBindable.GetType().GetProperty(nameof(Bindable<object>.Value), BindingFlags.Public | BindingFlags.Instance); if (!origBindable.IsDefault)
Debug.Assert(valueProperty != null); copy.CopyAdjustedSetting(copyBindable, origBindable);
valueProperty.SetValue(copyBindable, valueProperty.GetValue(origBindable));
} }
return copy; return copy;
} }
/// <summary>
/// When creating copies or clones of a Mod, this method will be called to copy explicitly adjusted user settings.
/// The base implementation will transfer the value via <see cref="Bindable{T}.Parse"/> and should be called unless replaced with custom logic.
/// </summary>
/// <param name="bindable">The target bindable to apply the adjustment.</param>
/// <param name="value">The adjustment to apply.</param>
internal virtual void CopyAdjustedSetting(IBindable bindable, object value) => bindable.Parse(value);
public bool Equals(IMod other) => GetType() == other?.GetType(); public bool Equals(IMod other) => GetType() == other?.GetType();
} }
} }

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@ -114,6 +114,12 @@ namespace osu.Game.Rulesets.Mods
bindable.ValueChanged += _ => userChangedSettings[bindable] = !bindable.IsDefault; bindable.ValueChanged += _ => userChangedSettings[bindable] = !bindable.IsDefault;
} }
internal override void CopyAdjustedSetting(IBindable bindable, object value)
{
userChangedSettings[bindable] = true;
base.CopyAdjustedSetting(bindable, value);
}
/// <summary> /// <summary>
/// Apply all custom settings to the provided beatmap. /// Apply all custom settings to the provided beatmap.
/// </summary> /// </summary>