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Move schedule logic to buttons rather than section
It turns out there's some quite convoluted scheduling / order of execution requirements of ModSelectOverlay and ModSection. Applying scheduling causes a runaway condition ending in zero frames after many mod button changes. I wanted to avoid rewriting the whole component, so have just moved the schedule to guard against the part where drawables are actually changed.
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@ -64,6 +64,8 @@ namespace osu.Game.Overlays.Mods
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if (newIndex >= 0 && !Mods[newIndex].HasImplementation)
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return false;
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Schedule(() =>
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{
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selectedIndex = newIndex;
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Mod modAfter = SelectedMod ?? Mods[0];
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@ -99,6 +101,8 @@ namespace osu.Game.Overlays.Mods
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foregroundIcon.Selected.Value = Selected;
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SelectionChanged?.Invoke(SelectedMod);
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});
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return true;
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}
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@ -104,7 +104,7 @@ namespace osu.Game.Overlays.Mods
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/// </summary>
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/// <param name="modTypes">The types of <see cref="Mod"/>s which should be deselected.</param>
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/// <param name="immediate">Set to true to bypass animations and update selections immediately.</param>
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public void DeselectTypes(IEnumerable<Type> modTypes, bool immediate = false) => Schedule(() =>
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public void DeselectTypes(IEnumerable<Type> modTypes, bool immediate = false)
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{
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int delay = 0;
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@ -124,13 +124,13 @@ namespace osu.Game.Overlays.Mods
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}
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}
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}
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});
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}
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/// <summary>
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/// Select one or more mods in this section and deselects all other ones.
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/// </summary>
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/// <param name="modTypes">The types of <see cref="Mod"/>s which should be selected.</param>
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public void SelectTypes(IEnumerable<Type> modTypes) => Schedule(() =>
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public void SelectTypes(IEnumerable<Type> modTypes)
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{
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foreach (var button in buttons)
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{
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@ -141,7 +141,7 @@ namespace osu.Game.Overlays.Mods
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else
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button.Deselect();
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}
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});
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}
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protected ModSection()
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{
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