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Bypass 300ms debounce when requesting local leaderboards in song select
RFC. Would probably close https://github.com/ppy/osu/issues/35773.
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@@ -237,17 +237,19 @@ namespace osu.Game.Screens.SelectV2
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SetState(LeaderboardState.Retrieving);
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var fetchScope = Scope.Value;
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refetchOperation?.Cancel();
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refetchOperation = Scheduler.AddDelayed(() =>
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{
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var fetchBeatmapInfo = beatmap.Value.BeatmapInfo;
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var fetchRuleset = ruleset.Value ?? fetchBeatmapInfo.Ruleset;
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var fetchSorting = Scope.Value == BeatmapLeaderboardScope.Local ? Sorting.Value : LeaderboardSortMode.Score;
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var fetchSorting = fetchScope == BeatmapLeaderboardScope.Local ? Sorting.Value : LeaderboardSortMode.Score;
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// For now, we forcefully refresh to keep things simple.
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// In the future, removing this requirement may be deemed useful, but will need ample testing of edge case scenarios
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// (like returning from gameplay after setting a new score, returning to song select after main menu).
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leaderboardManager.FetchWithCriteria(new LeaderboardCriteria(fetchBeatmapInfo, fetchRuleset, Scope.Value, FilterBySelectedMods.Value ? mods.Value.ToArray() : null, fetchSorting),
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leaderboardManager.FetchWithCriteria(new LeaderboardCriteria(fetchBeatmapInfo, fetchRuleset, fetchScope, FilterBySelectedMods.Value ? mods.Value.ToArray() : null, fetchSorting),
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forceRefresh: true);
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if (!initialFetchComplete)
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@@ -257,7 +259,7 @@ namespace osu.Game.Screens.SelectV2
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fetchedScores.BindValueChanged(_ => updateScores(), true);
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initialFetchComplete = true;
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}
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}, initialFetchComplete ? 300 : 0);
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}, initialFetchComplete && fetchScope != BeatmapLeaderboardScope.Local ? 300 : 0);
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}
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private void updateScores()
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