mirror of
https://github.com/ppy/osu.git
synced 2024-12-15 01:43:20 +08:00
Merge branch 'master' into fix-checkbox-filterability
This commit is contained in:
commit
47dad52091
@ -138,7 +138,7 @@ namespace osu.Game.Tests.Visual.SongSelect
|
|||||||
{
|
{
|
||||||
createSongSelect();
|
createSongSelect();
|
||||||
changeRuleset(2);
|
changeRuleset(2);
|
||||||
importForRuleset(0);
|
addRulesetImportStep(0);
|
||||||
AddUntilStep("no selection", () => songSelect.Carousel.SelectedBeatmap == null);
|
AddUntilStep("no selection", () => songSelect.Carousel.SelectedBeatmap == null);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -147,8 +147,8 @@ namespace osu.Game.Tests.Visual.SongSelect
|
|||||||
{
|
{
|
||||||
createSongSelect();
|
createSongSelect();
|
||||||
changeRuleset(2);
|
changeRuleset(2);
|
||||||
importForRuleset(2);
|
addRulesetImportStep(2);
|
||||||
importForRuleset(1);
|
addRulesetImportStep(1);
|
||||||
AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.RulesetID == 2);
|
AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.RulesetID == 2);
|
||||||
|
|
||||||
changeRuleset(1);
|
changeRuleset(1);
|
||||||
@ -210,7 +210,52 @@ namespace osu.Game.Tests.Visual.SongSelect
|
|||||||
AddAssert("start not requested", () => !startRequested);
|
AddAssert("start not requested", () => !startRequested);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void importForRuleset(int id) => AddStep($"import test map for ruleset {id}", () => manager.Import(createTestBeatmapSet(getImportId(), rulesets.AvailableRulesets.Where(r => r.ID == id).ToArray())));
|
[Test]
|
||||||
|
public void TestAddNewBeatmapWhileSelectingRandom()
|
||||||
|
{
|
||||||
|
const int test_count = 10;
|
||||||
|
int beatmapChangedCount = 0;
|
||||||
|
int debounceCount = 0;
|
||||||
|
createSongSelect();
|
||||||
|
AddStep("Setup counters", () =>
|
||||||
|
{
|
||||||
|
beatmapChangedCount = 0;
|
||||||
|
debounceCount = 0;
|
||||||
|
songSelect.Carousel.SelectionChanged += _ => beatmapChangedCount++;
|
||||||
|
});
|
||||||
|
AddRepeatStep($"Create beatmaps {test_count} times", () =>
|
||||||
|
{
|
||||||
|
importForRuleset(0);
|
||||||
|
|
||||||
|
Scheduler.AddDelayed(() =>
|
||||||
|
{
|
||||||
|
// Wait for debounce
|
||||||
|
songSelect.Carousel.SelectNextRandom();
|
||||||
|
++debounceCount;
|
||||||
|
}, 400);
|
||||||
|
}, test_count);
|
||||||
|
|
||||||
|
AddUntilStep("Debounce limit reached", () => debounceCount == test_count);
|
||||||
|
|
||||||
|
// The selected beatmap should have changed an additional 2 times since both initially loading songselect and the first import also triggers selectionChanged
|
||||||
|
AddAssert($"Beatmap changed {test_count + 2} times", () => beatmapChangedCount == test_count + 2);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void TestHideSetSelectsCorrectBeatmap()
|
||||||
|
{
|
||||||
|
int? previousID = null;
|
||||||
|
createSongSelect();
|
||||||
|
addRulesetImportStep(0);
|
||||||
|
AddStep("Move to last difficulty", () => songSelect.Carousel.SelectBeatmap(songSelect.Carousel.BeatmapSets.First().Beatmaps.Last()));
|
||||||
|
AddStep("Store current ID", () => previousID = songSelect.Carousel.SelectedBeatmap.ID);
|
||||||
|
AddStep("Hide first beatmap", () => manager.Hide(songSelect.Carousel.SelectedBeatmapSet.Beatmaps.First()));
|
||||||
|
AddAssert("Selected beatmap has not changed", () => songSelect.Carousel.SelectedBeatmap.ID == previousID);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void addRulesetImportStep(int id) => AddStep($"import test map for ruleset {id}", () => importForRuleset(id));
|
||||||
|
|
||||||
|
private void importForRuleset(int id) => manager.Import(createTestBeatmapSet(getImportId(), rulesets.AvailableRulesets.Where(r => r.ID == id).ToArray()));
|
||||||
|
|
||||||
private static int importId;
|
private static int importId;
|
||||||
private int getImportId() => ++importId;
|
private int getImportId() => ++importId;
|
||||||
|
@ -152,9 +152,12 @@ namespace osu.Game.Screens.Select
|
|||||||
{
|
{
|
||||||
Schedule(() =>
|
Schedule(() =>
|
||||||
{
|
{
|
||||||
|
int? previouslySelectedID = null;
|
||||||
CarouselBeatmapSet existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.ID == beatmapSet.ID);
|
CarouselBeatmapSet existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.ID == beatmapSet.ID);
|
||||||
|
|
||||||
bool hadSelection = existingSet?.State?.Value == CarouselItemState.Selected;
|
// If the selected beatmap is about to be removed, store its ID so it can be re-selected if required
|
||||||
|
if (existingSet?.State?.Value == CarouselItemState.Selected)
|
||||||
|
previouslySelectedID = selectedBeatmap?.Beatmap.ID;
|
||||||
|
|
||||||
var newSet = createCarouselSet(beatmapSet);
|
var newSet = createCarouselSet(beatmapSet);
|
||||||
|
|
||||||
@ -172,8 +175,8 @@ namespace osu.Game.Screens.Select
|
|||||||
applyActiveCriteria(false, false);
|
applyActiveCriteria(false, false);
|
||||||
|
|
||||||
//check if we can/need to maintain our current selection.
|
//check if we can/need to maintain our current selection.
|
||||||
if (hadSelection)
|
if (previouslySelectedID != null)
|
||||||
select((CarouselItem)newSet.Beatmaps.FirstOrDefault(b => b.Beatmap.ID == selectedBeatmap?.Beatmap.ID) ?? newSet);
|
select((CarouselItem)newSet.Beatmaps.FirstOrDefault(b => b.Beatmap.ID == previouslySelectedID) ?? newSet);
|
||||||
|
|
||||||
itemsCache.Invalidate();
|
itemsCache.Invalidate();
|
||||||
Schedule(() => BeatmapSetsChanged?.Invoke());
|
Schedule(() => BeatmapSetsChanged?.Invoke());
|
||||||
|
@ -594,11 +594,17 @@ namespace osu.Game.Screens.Select
|
|||||||
{
|
{
|
||||||
bindBindables();
|
bindBindables();
|
||||||
|
|
||||||
|
// If a selection was already obtained, do not attempt to update the selected beatmap.
|
||||||
|
if (Carousel.SelectedBeatmapSet != null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Attempt to select the current beatmap on the carousel, if it is valid to be selected.
|
||||||
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))
|
&& Carousel.SelectBeatmap(Beatmap.Value.BeatmapInfo, false))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if (Carousel.SelectedBeatmapSet == null && !Carousel.SelectNextRandom())
|
// If the current active beatmap could not be selected, select a new random beatmap.
|
||||||
|
if (!Carousel.SelectNextRandom())
|
||||||
{
|
{
|
||||||
// in the case random selection failed, we want to trigger selectionChanged
|
// in the case random selection failed, we want to trigger selectionChanged
|
||||||
// to show the dummy beatmap (we have nothing else to display).
|
// to show the dummy beatmap (we have nothing else to display).
|
||||||
|
Loading…
Reference in New Issue
Block a user