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Merge pull request #2159 from naoey/fix-unplayable-beatmaps

Make song select ensure current beatmap is always playable in the active ruleset
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Dean Herbert 2018-03-11 01:38:11 +09:00 committed by GitHub
commit 3a5283f96d
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3 changed files with 88 additions and 20 deletions

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@ -12,6 +12,7 @@ using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Rulesets;
using osu.Game.Screens.Select;
using osu.Game.Screens.Select.Carousel;
using osu.Game.Screens.Select.Filter;
@ -22,6 +23,7 @@ namespace osu.Game.Tests.Visual
public class TestCaseBeatmapCarousel : OsuTestCase
{
private TestBeatmapCarousel carousel;
private RulesetStore rulesets;
public override IReadOnlyList<Type> RequiredTypes => new[]
{
@ -46,8 +48,10 @@ namespace osu.Game.Tests.Visual
private const int set_count = 5;
[BackgroundDependencyLoader]
private void load()
private void load(RulesetStore rulesets)
{
this.rulesets = rulesets;
Add(carousel = new TestBeatmapCarousel
{
RelativeSizeAxes = Axes.Both,
@ -75,6 +79,7 @@ namespace osu.Game.Tests.Visual
testRemoveAll();
testEmptyTraversal();
testHiding();
testSelectingFilteredRuleset();
}
private void ensureRandomFetchSuccess() =>
@ -363,6 +368,41 @@ namespace osu.Game.Tests.Visual
}
}
private void testSelectingFilteredRuleset()
{
var testMixed = createTestBeatmapSet(set_count + 1);
AddStep("add mixed ruleset beatmapset", () =>
{
for (int i = 0; i <= 2; i++)
{
testMixed.Beatmaps[i].Ruleset = rulesets.AvailableRulesets.ElementAt(i);
testMixed.Beatmaps[i].RulesetID = i;
}
carousel.UpdateBeatmapSet(testMixed);
});
AddStep("filter to ruleset 0", () =>
carousel.Filter(new FilterCriteria { Ruleset = rulesets.AvailableRulesets.ElementAt(0) }, false));
AddStep("select filtered map skipping filtered", () => carousel.SelectBeatmap(testMixed.Beatmaps[1], false));
AddAssert("unfiltered beatmap selected", () => carousel.SelectedBeatmap.Equals(testMixed.Beatmaps[0]));
AddStep("remove mixed set", () =>
{
carousel.RemoveBeatmapSet(testMixed);
testMixed = null;
});
var testSingle = createTestBeatmapSet(set_count + 2);
testSingle.Beatmaps.ForEach(b =>
{
b.Ruleset = rulesets.AvailableRulesets.ElementAt(1);
b.RulesetID = b.Ruleset.ID ?? 1;
});
AddStep("add single ruleset beatmapset", () => carousel.UpdateBeatmapSet(testSingle));
AddStep("select filtered map skipping filtered", () => carousel.SelectBeatmap(testSingle.Beatmaps[0], false));
checkNoSelection();
AddStep("remove single ruleset set", () => carousel.RemoveBeatmapSet(testSingle));
}
private BeatmapSetInfo createTestBeatmapSet(int id)
{
return new BeatmapSetInfo

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@ -169,20 +169,43 @@ namespace osu.Game.Screens.Select
});
}
public void SelectBeatmap(BeatmapInfo beatmap)
/// <summary>
/// Selects a given beatmap on the carousel.
///
/// If bypassFilters is false, we will try to select another unfiltered beatmap in the same set. If the
/// entire set is filtered, no selection is made.
/// </summary>
/// <param name="beatmap">The beatmap to select.</param>
/// <param name="bypassFilters">Whether to select the beatmap even if it is filtered (i.e., not visible on carousel).</param>
/// <returns>True if a selection was made, False if it wasn't.</returns>
public bool SelectBeatmap(BeatmapInfo beatmap, bool bypassFilters = true)
{
if (beatmap?.Hidden != false)
return;
return false;
foreach (CarouselBeatmapSet group in beatmapSets)
foreach (CarouselBeatmapSet set in beatmapSets)
{
var item = group.Beatmaps.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
if (!bypassFilters && set.Filtered)
continue;
var item = set.Beatmaps.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
if (item == null)
// The beatmap that needs to be selected doesn't exist in this set
continue;
if (!bypassFilters && item.Filtered)
// The beatmap exists in this set but is filtered, so look for the first unfiltered map in the set
item = set.Beatmaps.FirstOrDefault(b => !b.Filtered);
if (item != null)
{
select(item);
return;
return true;
}
}
return false;
}
/// <summary>

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@ -214,11 +214,7 @@ namespace osu.Game.Screens.Select
Beatmap.DisabledChanged += disabled => Carousel.AllowSelection = !disabled;
Beatmap.TriggerChange();
Beatmap.ValueChanged += b =>
{
if (IsCurrentScreen)
Carousel.SelectBeatmap(b?.BeatmapInfo);
};
Beatmap.ValueChanged += workingBeatmapChanged;
}
public void Edit(BeatmapInfo beatmap)
@ -261,6 +257,17 @@ namespace osu.Game.Screens.Select
// We need to keep track of the last selected beatmap ignoring debounce to play the correct selection sounds.
private BeatmapInfo beatmapNoDebounce;
private void workingBeatmapChanged(WorkingBeatmap beatmap)
{
if (IsCurrentScreen && !Carousel.SelectBeatmap(beatmap?.BeatmapInfo, false))
// If selecting new beatmap without bypassing filters failed, there's possibly a ruleset mismatch
if (beatmap?.BeatmapInfo?.Ruleset != null && beatmap.BeatmapInfo.Ruleset != Ruleset.Value)
{
Ruleset.Value = beatmap.BeatmapInfo.Ruleset;
Carousel.SelectBeatmap(beatmap.BeatmapInfo);
}
}
/// <summary>
/// selection has been changed as the result of interaction with the carousel.
/// </summary>
@ -450,16 +457,14 @@ namespace osu.Game.Screens.Select
private void carouselBeatmapsLoaded()
{
if (!Beatmap.IsDefault && Beatmap.Value.BeatmapSetInfo?.DeletePending == false && Beatmap.Value.BeatmapSetInfo?.Protected == false)
if (!Beatmap.IsDefault && Beatmap.Value.BeatmapSetInfo?.DeletePending == false && Beatmap.Value.BeatmapSetInfo?.Protected == false && Carousel.SelectBeatmap(Beatmap.Value.BeatmapInfo, false))
return;
if (Carousel.SelectedBeatmapSet == null && !Carousel.SelectNextRandom())
{
Carousel.SelectBeatmap(Beatmap.Value.BeatmapInfo);
}
else if (Carousel.SelectedBeatmapSet == null)
{
if (!Carousel.SelectNextRandom())
// in the case random selection failed, we want to trigger selectionChanged
// to show the dummy beatmap (we have nothing else to display).
carouselSelectionChanged(null);
// in the case random selection failed, we want to trigger selectionChanged
// to show the dummy beatmap (we have nothing else to display).
carouselSelectionChanged(null);
}
}