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Merge branch 'master' into fix-checkbox-filterability
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commit
47dad52091
@ -138,7 +138,7 @@ namespace osu.Game.Tests.Visual.SongSelect
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{
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createSongSelect();
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changeRuleset(2);
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importForRuleset(0);
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addRulesetImportStep(0);
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AddUntilStep("no selection", () => songSelect.Carousel.SelectedBeatmap == null);
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}
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@ -147,8 +147,8 @@ namespace osu.Game.Tests.Visual.SongSelect
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{
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createSongSelect();
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changeRuleset(2);
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importForRuleset(2);
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importForRuleset(1);
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addRulesetImportStep(2);
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addRulesetImportStep(1);
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AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.RulesetID == 2);
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changeRuleset(1);
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@ -210,7 +210,52 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddAssert("start not requested", () => !startRequested);
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}
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private void importForRuleset(int id) => AddStep($"import test map for ruleset {id}", () => manager.Import(createTestBeatmapSet(getImportId(), rulesets.AvailableRulesets.Where(r => r.ID == id).ToArray())));
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[Test]
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public void TestAddNewBeatmapWhileSelectingRandom()
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{
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const int test_count = 10;
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int beatmapChangedCount = 0;
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int debounceCount = 0;
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createSongSelect();
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AddStep("Setup counters", () =>
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{
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beatmapChangedCount = 0;
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debounceCount = 0;
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songSelect.Carousel.SelectionChanged += _ => beatmapChangedCount++;
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});
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AddRepeatStep($"Create beatmaps {test_count} times", () =>
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{
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importForRuleset(0);
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Scheduler.AddDelayed(() =>
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{
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// Wait for debounce
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songSelect.Carousel.SelectNextRandom();
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++debounceCount;
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}, 400);
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}, test_count);
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AddUntilStep("Debounce limit reached", () => debounceCount == test_count);
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// The selected beatmap should have changed an additional 2 times since both initially loading songselect and the first import also triggers selectionChanged
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AddAssert($"Beatmap changed {test_count + 2} times", () => beatmapChangedCount == test_count + 2);
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}
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[Test]
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public void TestHideSetSelectsCorrectBeatmap()
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{
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int? previousID = null;
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createSongSelect();
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addRulesetImportStep(0);
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AddStep("Move to last difficulty", () => songSelect.Carousel.SelectBeatmap(songSelect.Carousel.BeatmapSets.First().Beatmaps.Last()));
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AddStep("Store current ID", () => previousID = songSelect.Carousel.SelectedBeatmap.ID);
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AddStep("Hide first beatmap", () => manager.Hide(songSelect.Carousel.SelectedBeatmapSet.Beatmaps.First()));
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AddAssert("Selected beatmap has not changed", () => songSelect.Carousel.SelectedBeatmap.ID == previousID);
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}
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private void addRulesetImportStep(int id) => AddStep($"import test map for ruleset {id}", () => importForRuleset(id));
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private void importForRuleset(int id) => manager.Import(createTestBeatmapSet(getImportId(), rulesets.AvailableRulesets.Where(r => r.ID == id).ToArray()));
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private static int importId;
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private int getImportId() => ++importId;
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@ -152,9 +152,12 @@ namespace osu.Game.Screens.Select
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{
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Schedule(() =>
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{
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int? previouslySelectedID = null;
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CarouselBeatmapSet existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.ID == beatmapSet.ID);
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bool hadSelection = existingSet?.State?.Value == CarouselItemState.Selected;
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// If the selected beatmap is about to be removed, store its ID so it can be re-selected if required
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if (existingSet?.State?.Value == CarouselItemState.Selected)
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previouslySelectedID = selectedBeatmap?.Beatmap.ID;
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var newSet = createCarouselSet(beatmapSet);
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@ -172,8 +175,8 @@ namespace osu.Game.Screens.Select
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applyActiveCriteria(false, false);
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//check if we can/need to maintain our current selection.
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if (hadSelection)
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select((CarouselItem)newSet.Beatmaps.FirstOrDefault(b => b.Beatmap.ID == selectedBeatmap?.Beatmap.ID) ?? newSet);
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if (previouslySelectedID != null)
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select((CarouselItem)newSet.Beatmaps.FirstOrDefault(b => b.Beatmap.ID == previouslySelectedID) ?? newSet);
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itemsCache.Invalidate();
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Schedule(() => BeatmapSetsChanged?.Invoke());
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@ -594,11 +594,17 @@ namespace osu.Game.Screens.Select
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{
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bindBindables();
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// If a selection was already obtained, do not attempt to update the selected beatmap.
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if (Carousel.SelectedBeatmapSet != null)
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return;
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// Attempt to select the current beatmap on the carousel, if it is valid to be selected.
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if (!Beatmap.IsDefault && Beatmap.Value.BeatmapSetInfo?.DeletePending == false && Beatmap.Value.BeatmapSetInfo?.Protected == false
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&& Carousel.SelectBeatmap(Beatmap.Value.BeatmapInfo, false))
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return;
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if (Carousel.SelectedBeatmapSet == null && !Carousel.SelectNextRandom())
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// If the current active beatmap could not be selected, select a new random beatmap.
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if (!Carousel.SelectNextRandom())
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{
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// in the case random selection failed, we want to trigger selectionChanged
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// to show the dummy beatmap (we have nothing else to display).
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