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Add various logging of global WorkingBeatmap
state changes
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e131101708
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@ -486,6 +486,7 @@ namespace osu.Game
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/// </remarks>
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public void PresentBeatmap(IBeatmapSetInfo beatmap, Predicate<BeatmapInfo> difficultyCriteria = null)
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{
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Logger.Log($"Beginning {nameof(PresentBeatmap)} with beatmap {beatmap}");
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Live<BeatmapSetInfo> databasedSet = null;
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if (beatmap.OnlineID > 0)
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@ -522,6 +523,7 @@ namespace osu.Game
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}
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else
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{
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Logger.Log($"Completing {nameof(PresentBeatmap)} with beatmap {beatmap} ruleset {selection.Ruleset}");
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Ruleset.Value = selection.Ruleset;
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Beatmap.Value = BeatmapManager.GetWorkingBeatmap(selection);
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}
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@ -534,6 +536,8 @@ namespace osu.Game
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/// </summary>
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public void PresentScore(IScoreInfo score, ScorePresentType presentType = ScorePresentType.Results)
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{
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Logger.Log($"Beginning {nameof(PresentScore)} with score {score}");
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// The given ScoreInfo may have missing properties if it was retrieved from online data. Re-retrieve it from the database
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// to ensure all the required data for presenting a replay are present.
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ScoreInfo databasedScoreInfo = null;
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@ -568,6 +572,8 @@ namespace osu.Game
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PerformFromScreen(screen =>
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{
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Logger.Log($"{nameof(PresentScore)} updating beatmap ({databasedBeatmap}) and ruleset ({databasedScore.ScoreInfo.Ruleset} to match score");
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Ruleset.Value = databasedScore.ScoreInfo.Ruleset;
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Beatmap.Value = BeatmapManager.GetWorkingBeatmap(databasedBeatmap);
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@ -14,6 +14,7 @@ using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Audio;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Logging;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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@ -106,10 +107,12 @@ namespace osu.Game.Overlays
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if (beatmap.Disabled)
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return;
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Logger.Log($"{nameof(MusicController)} skipping to next track to {nameof(EnsurePlayingSomething)}");
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NextTrack();
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}
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else if (!IsPlaying)
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{
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Logger.Log($"{nameof(MusicController)} starting playback to {nameof(EnsurePlayingSomething)}");
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Play();
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}
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}
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@ -10,6 +10,7 @@ using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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@ -302,6 +303,8 @@ namespace osu.Game.Screens.Menu
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public void PresentBeatmap(WorkingBeatmap beatmap, RulesetInfo ruleset)
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{
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Logger.Log($"{nameof(MainMenu)} completing {nameof(PresentBeatmap)} with beatmap {beatmap} ruleset {ruleset}");
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Beatmap.Value = beatmap;
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Ruleset.Value = ruleset;
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@ -494,7 +494,7 @@ namespace osu.Game.Screens.Select
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// clear pending task immediately to track any potential nested debounce operation.
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selectionChangedDebounce = null;
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Logger.Log($"updating selection with beatmap:{beatmap?.ID.ToString() ?? "null"} ruleset:{ruleset?.ShortName ?? "null"}");
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Logger.Log($"Song select updating selection with beatmap:{beatmap?.ID.ToString() ?? "null"} ruleset:{ruleset?.ShortName ?? "null"}");
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if (transferRulesetValue())
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{
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@ -519,7 +519,7 @@ namespace osu.Game.Screens.Select
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// In these cases, the other component has already loaded the beatmap, so we don't need to do so again.
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if (!EqualityComparer<BeatmapInfo>.Default.Equals(beatmap, Beatmap.Value.BeatmapInfo))
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{
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Logger.Log($"beatmap changed from \"{Beatmap.Value.BeatmapInfo}\" to \"{beatmap}\"");
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Logger.Log($"Song select changing beatmap from \"{Beatmap.Value.BeatmapInfo}\" to \"{beatmap?.ToString() ?? "null"}\"");
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Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap);
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}
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@ -737,7 +737,10 @@ namespace osu.Game.Screens.Select
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bool isNewTrack = !lastTrack.TryGetTarget(out var last) || last != track;
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if (!track.IsRunning && (music.UserPauseRequested != true || isNewTrack))
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{
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Logger.Log($"Song select decided to {nameof(ensurePlayingSelected)}");
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music.Play(true);
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}
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lastTrack.SetTarget(track);
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}
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