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Merge pull request #15769 from peppy/model-equality-consistency

Update cases where equality can be used instead of primary key equality
This commit is contained in:
Dan Balasescu 2021-11-24 13:45:57 +09:00 committed by GitHub
commit 6183d1cd46
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GPG Key ID: 4AEE18F83AFDEB23
12 changed files with 23 additions and 23 deletions

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@ -142,7 +142,7 @@ namespace osu.Game.Tests.Scores.IO
var scoreManager = osu.Dependencies.Get<ScoreManager>();
beatmapManager.Delete(beatmapManager.QueryBeatmapSet(s => s.Beatmaps.Any(b => b.ID == imported.BeatmapInfo.ID)));
Assert.That(scoreManager.Query(s => s.ID == imported.ID).DeletePending, Is.EqualTo(true));
Assert.That(scoreManager.Query(s => s.Equals(imported)).DeletePending, Is.EqualTo(true));
var secondImport = await LoadScoreIntoOsu(osu, imported);
Assert.That(secondImport, Is.Null);

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@ -141,7 +141,7 @@ namespace osu.Game.Tests.Visual.Navigation
AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is Screens.Select.SongSelect);
AddUntilStep("correct beatmap displayed", () => Game.Beatmap.Value.BeatmapSetInfo.MatchesOnlineID(getImport()));
AddAssert("correct ruleset selected", () => Game.Ruleset.Value.ID == getImport().Beatmaps.First().Ruleset.ID);
AddAssert("correct ruleset selected", () => Game.Ruleset.Value.Equals(getImport().Beatmaps.First().Ruleset));
}
private void presentSecondDifficultyAndConfirm(Func<BeatmapSetInfo> getImport, int importedID)
@ -151,7 +151,7 @@ namespace osu.Game.Tests.Visual.Navigation
AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is Screens.Select.SongSelect);
AddUntilStep("correct beatmap displayed", () => Game.Beatmap.Value.BeatmapInfo.OnlineID == importedID * 2048);
AddAssert("correct ruleset selected", () => Game.Ruleset.Value.ID == getImport().Beatmaps.First().Ruleset.ID);
AddAssert("correct ruleset selected", () => Game.Ruleset.Value.Equals(getImport().Beatmaps.First().Ruleset));
}
}
}

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@ -155,15 +155,15 @@ namespace osu.Game.Tests.Visual.Navigation
case ScorePresentType.Results:
AddUntilStep("wait for results", () => lastWaitedScreen != Game.ScreenStack.CurrentScreen && Game.ScreenStack.CurrentScreen is ResultsScreen);
AddStep("store last waited screen", () => lastWaitedScreen = Game.ScreenStack.CurrentScreen);
AddUntilStep("correct score displayed", () => ((ResultsScreen)Game.ScreenStack.CurrentScreen).Score.ID == getImport().ID);
AddAssert("correct ruleset selected", () => Game.Ruleset.Value.ID == getImport().Ruleset.ID);
AddUntilStep("correct score displayed", () => ((ResultsScreen)Game.ScreenStack.CurrentScreen).Score.Equals(getImport()));
AddAssert("correct ruleset selected", () => Game.Ruleset.Value.Equals(getImport().Ruleset));
break;
case ScorePresentType.Gameplay:
AddUntilStep("wait for player loader", () => lastWaitedScreen != Game.ScreenStack.CurrentScreen && Game.ScreenStack.CurrentScreen is ReplayPlayerLoader);
AddStep("store last waited screen", () => lastWaitedScreen = Game.ScreenStack.CurrentScreen);
AddUntilStep("correct score displayed", () => ((ReplayPlayerLoader)Game.ScreenStack.CurrentScreen).Score.ID == getImport().ID);
AddAssert("correct ruleset selected", () => Game.Ruleset.Value.ID == getImport().Ruleset.ID);
AddUntilStep("correct score displayed", () => ((ReplayPlayerLoader)Game.ScreenStack.CurrentScreen).Score.Equals(getImport()));
AddAssert("correct ruleset selected", () => Game.Ruleset.Value.Equals(getImport().Ruleset));
break;
}
}

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@ -340,8 +340,8 @@ namespace osu.Game.Beatmaps
}
public bool Equals(DifficultyCacheLookup other)
=> BeatmapInfo.ID == other.BeatmapInfo.ID
&& Ruleset.ID == other.Ruleset.ID
=> BeatmapInfo.Equals(other.BeatmapInfo)
&& Ruleset.Equals(other.Ruleset)
&& OrderedMods.SequenceEqual(other.OrderedMods);
public override int GetHashCode()

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@ -208,7 +208,7 @@ namespace osu.Game.Beatmaps
using (ContextFactory.GetForWrite())
{
beatmapInfo = setInfo.Beatmaps.Single(b => b.ID == beatmapInfo.ID);
beatmapInfo = setInfo.Beatmaps.Single(b => b.Equals(beatmapInfo));
var metadata = beatmapInfo.Metadata ?? setInfo.Metadata;

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@ -65,7 +65,7 @@ namespace osu.Game.Beatmaps
{
lock (workingCache)
{
var working = workingCache.FirstOrDefault(w => w.BeatmapInfo?.ID == info.ID);
var working = workingCache.FirstOrDefault(w => info.Equals(w.BeatmapInfo));
if (working != null)
{
@ -89,7 +89,7 @@ namespace osu.Game.Beatmaps
lock (workingCache)
{
var working = workingCache.FirstOrDefault(w => w.BeatmapInfo?.ID == beatmapInfo.ID);
var working = workingCache.FirstOrDefault(w => beatmapInfo.Equals(w.BeatmapInfo));
if (working != null)
return working;

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@ -214,7 +214,7 @@ namespace osu.Game
SkinManager.ItemRemoved += item => Schedule(() =>
{
// check the removed skin is not the current user choice. if it is, switch back to default.
if (item.ID == SkinManager.CurrentSkinInfo.Value.ID)
if (item.Equals(SkinManager.CurrentSkinInfo.Value))
SkinManager.CurrentSkinInfo.Value = SkinInfo.Default;
});

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@ -114,7 +114,7 @@ namespace osu.Game.Overlays.Music
private void itemSelected(BeatmapSetInfo set)
{
if (set.ID == (beatmap.Value?.BeatmapSetInfo?.ID ?? -1))
if (set.Equals((beatmap.Value?.BeatmapSetInfo)))
{
beatmap.Value?.Track.Seek(0);
return;

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@ -111,7 +111,7 @@ namespace osu.Game.Overlays
beatmapSets.Add(set);
});
private void beatmapRemoved(BeatmapSetInfo set) => Schedule(() => beatmapSets.RemoveAll(s => s.ID == set.ID));
private void beatmapRemoved(BeatmapSetInfo set) => Schedule(() => beatmapSets.RemoveAll(s => s.Equals(set)));
private ScheduledDelegate seekDelegate;
@ -228,7 +228,7 @@ namespace osu.Game.Overlays
queuedDirection = TrackChangeDirection.Prev;
var playable = BeatmapSets.TakeWhile(i => i.ID != current.BeatmapSetInfo.ID).LastOrDefault() ?? BeatmapSets.LastOrDefault();
var playable = BeatmapSets.TakeWhile(i => !i.Equals(current.BeatmapSetInfo)).LastOrDefault() ?? BeatmapSets.LastOrDefault();
if (playable != null)
{
@ -259,7 +259,7 @@ namespace osu.Game.Overlays
queuedDirection = TrackChangeDirection.Next;
var playable = BeatmapSets.SkipWhile(i => i.ID != current.BeatmapSetInfo.ID).ElementAtOrDefault(1) ?? BeatmapSets.FirstOrDefault();
var playable = BeatmapSets.SkipWhile(i => !i.Equals(current.BeatmapSetInfo)).ElementAtOrDefault(1) ?? BeatmapSets.FirstOrDefault();
if (playable != null)
{
@ -309,8 +309,8 @@ namespace osu.Game.Overlays
else
{
// figure out the best direction based on order in playlist.
int last = BeatmapSets.TakeWhile(b => b.ID != current.BeatmapSetInfo?.ID).Count();
int next = newWorking == null ? -1 : BeatmapSets.TakeWhile(b => b.ID != newWorking.BeatmapSetInfo?.ID).Count();
int last = BeatmapSets.TakeWhile(b => !b.Equals(current.BeatmapSetInfo)).Count();
int next = newWorking == null ? -1 : BeatmapSets.TakeWhile(b => !b.Equals(newWorking.BeatmapSetInfo)).Count();
direction = last > next ? TrackChangeDirection.Prev : TrackChangeDirection.Next;
}

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@ -21,7 +21,7 @@ namespace osu.Game.Overlays.Profile.Header.Components
public void SetDefaultRuleset(RulesetInfo ruleset)
{
foreach (var tabItem in TabContainer)
((ProfileRulesetTabItem)tabItem).IsDefault = ((ProfileRulesetTabItem)tabItem).Value.ID == ruleset.ID;
((ProfileRulesetTabItem)tabItem).IsDefault = ((ProfileRulesetTabItem)tabItem).Value.Equals(ruleset);
}
protected override TabItem<RulesetInfo> CreateTabItem(RulesetInfo value) => new ProfileRulesetTabItem(value);

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@ -132,7 +132,7 @@ namespace osu.Game.Overlays.Settings.Sections
skinDropdown.Items = newDropdownItems;
}
private void itemRemoved(SkinInfo item) => Schedule(() => skinDropdown.Items = skinDropdown.Items.Where(i => i.ID != item.ID).ToArray());
private void itemRemoved(SkinInfo item) => Schedule(() => skinDropdown.Items = skinDropdown.Items.Where(i => !i.Equals(item)).ToArray());
private void sortUserSkins(List<SkinInfo> skinsList)
{

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@ -186,7 +186,7 @@ namespace osu.Game.Screens.Select
public void RemoveBeatmapSet(BeatmapSetInfo beatmapSet) => Schedule(() =>
{
var existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.ID == beatmapSet.ID);
var existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.Equals(beatmapSet));
if (existingSet == null)
return;
@ -198,7 +198,7 @@ namespace osu.Game.Screens.Select
public void UpdateBeatmapSet(BeatmapSetInfo beatmapSet) => Schedule(() =>
{
int? previouslySelectedID = null;
CarouselBeatmapSet existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.ID == beatmapSet.ID);
CarouselBeatmapSet existingSet = beatmapSets.FirstOrDefault(b => b.BeatmapSet.Equals(beatmapSet));
// If the selected beatmap is about to be removed, store its ID so it can be re-selected if required
if (existingSet?.State?.Value == CarouselItemState.Selected)