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Merge pull request #20758 from frenzibyte/maintain-common-mod-selection
Maintain selection of common mods when switching rulesets
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commit
486515ed90
@ -2,7 +2,6 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading.Tasks;
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@ -32,7 +31,6 @@ using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Taiko;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Select;
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@ -538,36 +536,6 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddUntilStep("selection shown on wedge", () => songSelect!.CurrentBeatmapDetailsBeatmap.BeatmapInfo.MatchesOnlineID(target));
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}
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[Test]
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public void TestRulesetChangeResetsMods()
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{
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createSongSelect();
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changeRuleset(0);
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changeMods(new OsuModHardRock());
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int actionIndex = 0;
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int modChangeIndex = 0;
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int rulesetChangeIndex = 0;
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AddStep("change ruleset", () =>
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{
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SelectedMods.ValueChanged += onModChange;
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songSelect!.Ruleset.ValueChanged += onRulesetChange;
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Ruleset.Value = new TaikoRuleset().RulesetInfo;
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SelectedMods.ValueChanged -= onModChange;
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songSelect!.Ruleset.ValueChanged -= onRulesetChange;
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});
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AddAssert("mods changed before ruleset", () => modChangeIndex < rulesetChangeIndex);
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AddAssert("empty mods", () => !SelectedMods.Value.Any());
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void onModChange(ValueChangedEvent<IReadOnlyList<Mod>> e) => modChangeIndex = actionIndex++;
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void onRulesetChange(ValueChangedEvent<RulesetInfo> e) => rulesetChangeIndex = actionIndex++;
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}
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[Test]
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public void TestModsRetainedBetweenSongSelect()
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{
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@ -17,6 +17,7 @@ using osu.Game.Graphics.UserInterface;
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using osu.Game.Overlays.Mods;
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using osu.Game.Overlays.Settings;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Catch.Mods;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Mods;
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@ -338,26 +339,36 @@ namespace osu.Game.Tests.Visual.UserInterface
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}
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[Test]
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public void TestRulesetChanges()
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public void TestCommonModsMaintainedOnRulesetChange()
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{
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createScreen();
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changeRuleset(0);
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var noFailMod = new OsuRuleset().GetModsFor(ModType.DifficultyReduction).FirstOrDefault(m => m is OsuModNoFail);
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AddStep("set mods externally", () => { SelectedMods.Value = new[] { noFailMod }; });
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AddStep("select relax mod", () => SelectedMods.Value = new[] { Ruleset.Value.CreateInstance().CreateMod<ModRelax>() });
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changeRuleset(0);
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AddAssert("ensure mod still selected", () => SelectedMods.Value.SingleOrDefault() is OsuModRelax);
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AddAssert("ensure mods still selected", () => SelectedMods.Value.SingleOrDefault(m => m is OsuModNoFail) != null);
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changeRuleset(2);
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AddAssert("catch variant selected", () => SelectedMods.Value.SingleOrDefault() is CatchModRelax);
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changeRuleset(3);
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AddAssert("no mod selected", () => SelectedMods.Value.Count == 0);
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}
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AddAssert("ensure mods not selected", () => SelectedMods.Value.Count == 0);
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[Test]
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public void TestUncommonModsDiscardedOnRulesetChange()
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{
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createScreen();
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changeRuleset(0);
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AddAssert("ensure mods not selected", () => SelectedMods.Value.Count == 0);
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AddStep("select single tap mod", () => SelectedMods.Value = new[] { new OsuModSingleTap() });
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changeRuleset(0);
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AddAssert("ensure mod still selected", () => SelectedMods.Value.SingleOrDefault() is OsuModSingleTap);
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changeRuleset(3);
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AddAssert("no mod selected", () => SelectedMods.Value.Count == 0);
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}
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[Test]
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@ -616,11 +616,16 @@ namespace osu.Game
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return;
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}
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var previouslySelectedMods = SelectedMods.Value.ToArray();
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if (!SelectedMods.Disabled)
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SelectedMods.Value = Array.Empty<Mod>();
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AvailableMods.Value = dict;
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if (!SelectedMods.Disabled)
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SelectedMods.Value = previouslySelectedMods.Select(m => instance.CreateModFromAcronym(m.Acronym)).Where(m => m != null).ToArray();
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void revertRulesetChange() => Ruleset.Value = r.OldValue?.Available == true ? r.OldValue : RulesetStore.AvailableRulesets.First();
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}
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@ -502,8 +502,6 @@ namespace osu.Game.Screens.Select
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if (transferRulesetValue())
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{
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Mods.Value = Array.Empty<Mod>();
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// transferRulesetValue() may trigger a re-filter. If the current selection does not match the new ruleset, we want to switch away from it.
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// The default logic on WorkingBeatmap change is to switch to a matching ruleset (see workingBeatmapChanged()), but we don't want that here.
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// We perform an early selection attempt and clear out the beatmap selection to avoid a second ruleset change (revert).
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