From 5833a7ac913af77a8c8d801ffd5d117b9861930c Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Fri, 17 Apr 2020 18:50:58 +0900 Subject: [PATCH] Fix presenting new ruleset and beatmap at once causing wedge display desync --- .../SongSelect/TestScenePlaySongSelect.cs | 62 +++++++++++++++++++ osu.Game/Screens/Select/SongSelect.cs | 6 +- 2 files changed, 66 insertions(+), 2 deletions(-) diff --git a/osu.Game.Tests/Visual/SongSelect/TestScenePlaySongSelect.cs b/osu.Game.Tests/Visual/SongSelect/TestScenePlaySongSelect.cs index 4405c75744..39e04ed39a 100644 --- a/osu.Game.Tests/Visual/SongSelect/TestScenePlaySongSelect.cs +++ b/osu.Game.Tests/Visual/SongSelect/TestScenePlaySongSelect.cs @@ -359,6 +359,68 @@ namespace osu.Game.Tests.Visual.SongSelect AddUntilStep("no selection", () => songSelect.Carousel.SelectedBeatmap == null); } + [Test] + public void TestPresentNewRulesetNewBeatmap() + { + createSongSelect(); + changeRuleset(2); + + addRulesetImportStep(2); + AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.RulesetID == 2); + + addRulesetImportStep(0); + addRulesetImportStep(0); + addRulesetImportStep(0); + + BeatmapInfo target = null; + + AddStep("select beatmap/ruleset externally", () => + { + target = manager.GetAllUsableBeatmapSets() + .Last(b => b.Beatmaps.Any(bi => bi.RulesetID == 0)).Beatmaps.Last(); + + Ruleset.Value = rulesets.AvailableRulesets.First(r => r.ID == 0); + Beatmap.Value = manager.GetWorkingBeatmap(target); + }); + + AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.Equals(target)); + + // this is an important check, to make sure updateComponentFromBeatmap() was actually run + AddUntilStep("selection shown on wedge", () => songSelect.CurrentBeatmapDetailsBeatmap.BeatmapInfo == target); + } + + [Test] + public void TestPresentNewBeatmapNewRuleset() + { + createSongSelect(); + changeRuleset(2); + + addRulesetImportStep(2); + AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.RulesetID == 2); + + addRulesetImportStep(0); + addRulesetImportStep(0); + addRulesetImportStep(0); + + BeatmapInfo target = null; + + AddStep("select beatmap/ruleset externally", () => + { + target = manager.GetAllUsableBeatmapSets() + .Last(b => b.Beatmaps.Any(bi => bi.RulesetID == 0)).Beatmaps.Last(); + + Beatmap.Value = manager.GetWorkingBeatmap(target); + Ruleset.Value = rulesets.AvailableRulesets.First(r => r.ID == 0); + }); + + AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.Equals(target)); + + AddUntilStep("has correct ruleset", () => Ruleset.Value.ID == 0); + + // this is an important check, to make sure updateComponentFromBeatmap() was actually run + AddUntilStep("selection shown on wedge", () => songSelect.CurrentBeatmapDetailsBeatmap.BeatmapInfo == target); + } + [Test] public void TestRulesetChangeResetsMods() { diff --git a/osu.Game/Screens/Select/SongSelect.cs b/osu.Game/Screens/Select/SongSelect.cs index 5bc2e1aa56..9d3dc58a26 100644 --- a/osu.Game/Screens/Select/SongSelect.cs +++ b/osu.Game/Screens/Select/SongSelect.cs @@ -448,8 +448,10 @@ namespace osu.Game.Screens.Select { Mods.Value = Array.Empty(); - // required to return once in order to have the carousel in a good state. - // if the ruleset changed, the rest of the selection update will happen via updateSelectedRuleset. + // the ruleset transfer may cause a deselection of the current beatmap (due to incompatibility). + // this can happen via Carousel.FlushPendingFilterOperations(). + // to ensure a good state, re-transfer no-debounce values. + performUpdateSelected(); return; }