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Revert newMessagesArrived
changes and always schedule highlight
In the case a message arrives and the chat overlay is hidden, clicking on the mention notification will not work as the `HighlightedMessage` bindable callback will execute before the scheduled `newMessagesArrived` logic (which was hanging since the message arrived until the chat overlay became open because of the notification). Simplify things by always scheduling the `HighlightedMessage` bindable callback.
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@ -74,33 +74,37 @@ namespace osu.Game.Overlays.Chat
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}
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},
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};
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newMessagesArrived(Channel.Messages);
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Channel.NewMessagesArrived += newMessagesArrived;
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Channel.MessageRemoved += messageRemoved;
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Channel.PendingMessageResolved += pendingMessageResolved;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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addChatLines(Channel.Messages);
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Channel.NewMessagesArrived += newMessagesArrived;
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Channel.MessageRemoved += messageRemoved;
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Channel.PendingMessageResolved += pendingMessageResolved;
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highlightedMessage = Channel.HighlightedMessage.GetBoundCopy();
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highlightedMessage.BindValueChanged(m =>
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{
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if (m.NewValue == null)
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return;
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var chatLine = chatLines.SingleOrDefault(c => c.Message.Equals(m.NewValue));
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if (chatLine != null)
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// schedule highlight to ensure it performs after any pending "newMessagesArrived" calls.
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Schedule(() =>
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{
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scroll.ScrollIntoView(chatLine);
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chatLine.ScheduleHighlight();
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}
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var chatLine = chatLines.SingleOrDefault(c => c.Message.Equals(m.NewValue));
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highlightedMessage.Value = null;
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if (chatLine != null)
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{
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scroll.ScrollIntoView(chatLine);
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chatLine.ScheduleHighlight();
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}
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highlightedMessage.Value = null;
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});
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}, true);
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}
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@ -121,39 +125,18 @@ namespace osu.Game.Overlays.Chat
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Colour = colours.ChatBlue.Lighten(0.7f),
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};
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private void newMessagesArrived(IEnumerable<Message> newMessages) => Schedule(addChatLines, newMessages);
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private void pendingMessageResolved(Message existing, Message updated) => Schedule(() =>
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private void newMessagesArrived(IEnumerable<Message> newMessages) => Schedule(() =>
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{
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var found = chatLines.LastOrDefault(c => c.Message == existing);
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if (found != null)
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{
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Trace.Assert(updated.Id.HasValue, "An updated message was returned with no ID.");
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ChatLineFlow.Remove(found);
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found.Message = updated;
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ChatLineFlow.Add(found);
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}
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});
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private void messageRemoved(Message removed) => Schedule(() =>
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{
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chatLines.FirstOrDefault(c => c.Message == removed)?.FadeColour(Color4.Red, 400).FadeOut(600).Expire();
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});
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private void addChatLines(IEnumerable<Message> messages)
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{
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if (messages.Min(m => m.Id) < chatLines.Max(c => c.Message.Id))
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if (newMessages.Min(m => m.Id) < chatLines.Max(c => c.Message.Id))
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{
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// there is a case (on initial population) that we may receive past messages and need to reorder.
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// easiest way is to just combine messages and recreate drawables (less worrying about day separators etc.)
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messages = messages.Concat(chatLines.Select(c => c.Message)).OrderBy(m => m.Id).ToList();
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newMessages = newMessages.Concat(chatLines.Select(c => c.Message)).OrderBy(m => m.Id).ToList();
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ChatLineFlow.Clear();
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}
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// Add up to last Channel.MAX_HISTORY messages
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var displayMessages = messages.Skip(Math.Max(0, messages.Count() - Channel.MAX_HISTORY));
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var displayMessages = newMessages.Skip(Math.Max(0, newMessages.Count() - Channel.MAX_HISTORY));
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Message lastMessage = chatLines.LastOrDefault()?.Message;
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@ -192,9 +175,28 @@ namespace osu.Game.Overlays.Chat
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// due to the scroll adjusts from old messages removal above, a scroll-to-end must be enforced,
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// to avoid making the container think the user has scrolled back up and unwantedly disable auto-scrolling.
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if (messages.Any(m => m is LocalMessage))
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if (newMessages.Any(m => m is LocalMessage))
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scroll.ScrollToEnd();
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}
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});
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private void pendingMessageResolved(Message existing, Message updated) => Schedule(() =>
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{
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var found = chatLines.LastOrDefault(c => c.Message == existing);
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if (found != null)
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{
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Trace.Assert(updated.Id.HasValue, "An updated message was returned with no ID.");
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ChatLineFlow.Remove(found);
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found.Message = updated;
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ChatLineFlow.Add(found);
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}
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});
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private void messageRemoved(Message removed) => Schedule(() =>
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{
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chatLines.FirstOrDefault(c => c.Message == removed)?.FadeColour(Color4.Red, 400).FadeOut(600).Expire();
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});
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private IEnumerable<ChatLine> chatLines => ChatLineFlow.Children.OfType<ChatLine>();
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