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Fix presenting new ruleset and beatmap at once causing wedge display desync
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@ -359,6 +359,68 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddUntilStep("no selection", () => songSelect.Carousel.SelectedBeatmap == null);
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}
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[Test]
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public void TestPresentNewRulesetNewBeatmap()
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{
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createSongSelect();
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changeRuleset(2);
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addRulesetImportStep(2);
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AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.RulesetID == 2);
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addRulesetImportStep(0);
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addRulesetImportStep(0);
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addRulesetImportStep(0);
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BeatmapInfo target = null;
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AddStep("select beatmap/ruleset externally", () =>
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{
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target = manager.GetAllUsableBeatmapSets()
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.Last(b => b.Beatmaps.Any(bi => bi.RulesetID == 0)).Beatmaps.Last();
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Ruleset.Value = rulesets.AvailableRulesets.First(r => r.ID == 0);
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Beatmap.Value = manager.GetWorkingBeatmap(target);
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});
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AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.Equals(target));
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// this is an important check, to make sure updateComponentFromBeatmap() was actually run
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AddUntilStep("selection shown on wedge", () => songSelect.CurrentBeatmapDetailsBeatmap.BeatmapInfo == target);
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}
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[Test]
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public void TestPresentNewBeatmapNewRuleset()
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{
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createSongSelect();
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changeRuleset(2);
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addRulesetImportStep(2);
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AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.RulesetID == 2);
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addRulesetImportStep(0);
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addRulesetImportStep(0);
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addRulesetImportStep(0);
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BeatmapInfo target = null;
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AddStep("select beatmap/ruleset externally", () =>
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{
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target = manager.GetAllUsableBeatmapSets()
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.Last(b => b.Beatmaps.Any(bi => bi.RulesetID == 0)).Beatmaps.Last();
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Beatmap.Value = manager.GetWorkingBeatmap(target);
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Ruleset.Value = rulesets.AvailableRulesets.First(r => r.ID == 0);
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});
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AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.Equals(target));
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AddUntilStep("has correct ruleset", () => Ruleset.Value.ID == 0);
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// this is an important check, to make sure updateComponentFromBeatmap() was actually run
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AddUntilStep("selection shown on wedge", () => songSelect.CurrentBeatmapDetailsBeatmap.BeatmapInfo == 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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@ -448,8 +448,10 @@ namespace osu.Game.Screens.Select
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{
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Mods.Value = Array.Empty<Mod>();
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// required to return once in order to have the carousel in a good state.
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// if the ruleset changed, the rest of the selection update will happen via updateSelectedRuleset.
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// the ruleset transfer may cause a deselection of the current beatmap (due to incompatibility).
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// this can happen via Carousel.FlushPendingFilterOperations().
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// to ensure a good state, re-transfer no-debounce values.
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performUpdateSelected();
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return;
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}
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