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mirror of https://github.com/ppy/osu.git synced 2024-12-14 09:32:55 +08:00

Use better method to avoid rewinding to deleted beatmaps

This commit is contained in:
Salman Ahmed 2023-06-15 11:22:11 +03:00
parent b9543f4fdd
commit 39db17d2e9

View File

@ -155,7 +155,7 @@ namespace osu.Game.Screens.Select
public Bindable<RandomSelectAlgorithm> RandomAlgorithm = new Bindable<RandomSelectAlgorithm>(); public Bindable<RandomSelectAlgorithm> RandomAlgorithm = new Bindable<RandomSelectAlgorithm>();
private readonly List<CarouselBeatmapSet> previouslyVisitedRandomSets = new List<CarouselBeatmapSet>(); private readonly List<CarouselBeatmapSet> previouslyVisitedRandomSets = new List<CarouselBeatmapSet>();
private readonly Stack<CarouselBeatmap> randomSelectedBeatmaps = new Stack<CarouselBeatmap>(); private readonly List<CarouselBeatmap> randomSelectedBeatmaps = new List<CarouselBeatmap>();
private CarouselRoot root; private CarouselRoot root;
@ -348,6 +348,11 @@ namespace osu.Game.Screens.Select
if (!root.BeatmapSetsByID.TryGetValue(beatmapSetID, out var existingSet)) if (!root.BeatmapSetsByID.TryGetValue(beatmapSetID, out var existingSet))
return; return;
foreach (var beatmap in existingSet.Beatmaps)
randomSelectedBeatmaps.Remove(beatmap);
previouslyVisitedRandomSets.Remove(existingSet);
root.RemoveItem(existingSet); root.RemoveItem(existingSet);
itemsCache.Invalidate(); itemsCache.Invalidate();
@ -501,7 +506,7 @@ namespace osu.Game.Screens.Select
if (selectedBeatmap != null && selectedBeatmapSet != null) if (selectedBeatmap != null && selectedBeatmapSet != null)
{ {
randomSelectedBeatmaps.Push(selectedBeatmap); randomSelectedBeatmaps.Add(selectedBeatmap);
// when performing a random, we want to add the current set to the previously visited list // when performing a random, we want to add the current set to the previously visited list
// else the user may be "randomised" to the existing selection. // else the user may be "randomised" to the existing selection.
@ -538,9 +543,10 @@ namespace osu.Game.Screens.Select
{ {
while (randomSelectedBeatmaps.Any()) while (randomSelectedBeatmaps.Any())
{ {
var beatmap = randomSelectedBeatmaps.Pop(); var beatmap = randomSelectedBeatmaps[^1];
randomSelectedBeatmaps.Remove(beatmap);
if (!beatmap.Filtered.Value && beatmapSets.Any(beatset => beatset.Beatmaps.Contains(beatmap))) if (!beatmap.Filtered.Value && beatmap.BeatmapInfo.BeatmapSet?.DeletePending != true)
{ {
if (selectedBeatmapSet != null) if (selectedBeatmapSet != null)
{ {