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Fix chat channel listing not being ordered to expectations
- Public channels (and announcements) are now alphabetically ordered. - Private message channels are now ordered by most recent activity. Closes https://github.com/ppy/osu/issues/30835.
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@ -77,10 +77,10 @@ namespace osu.Game.Overlays.Chat.ChannelList
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RelativeSizeAxes = Axes.X,
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}
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},
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announceChannelGroup = new ChannelGroup(ChatStrings.ChannelsListTitleANNOUNCE.ToUpper()),
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publicChannelGroup = new ChannelGroup(ChatStrings.ChannelsListTitlePUBLIC.ToUpper()),
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announceChannelGroup = new ChannelGroup(ChatStrings.ChannelsListTitleANNOUNCE.ToUpper(), false),
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publicChannelGroup = new ChannelGroup(ChatStrings.ChannelsListTitlePUBLIC.ToUpper(), false),
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selector = new ChannelListItem(ChannelListingChannel),
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privateChannelGroup = new ChannelGroup(ChatStrings.ChannelsListTitlePM.ToUpper()),
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privateChannelGroup = new ChannelGroup(ChatStrings.ChannelsListTitlePM.ToUpper(), true),
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},
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},
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},
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@ -111,9 +111,9 @@ namespace osu.Game.Overlays.Chat.ChannelList
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item.OnRequestSelect += chan => OnRequestSelect?.Invoke(chan);
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item.OnRequestLeave += chan => OnRequestLeave?.Invoke(chan);
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FillFlowContainer<ChannelListItem> flow = getFlowForChannel(channel);
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ChannelGroup group = getGroupFromChannel(channel);
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channelMap.Add(channel, item);
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flow.Add(item);
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group.AddChannel(item);
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updateVisibility();
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}
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@ -123,10 +123,10 @@ namespace osu.Game.Overlays.Chat.ChannelList
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if (!channelMap.TryGetValue(channel, out var item))
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return;
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FillFlowContainer<ChannelListItem> flow = getFlowForChannel(channel);
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ChannelGroup group = getGroupFromChannel(channel);
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channelMap.Remove(channel);
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flow.Remove(item, true);
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group.RemoveChannel(item);
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updateVisibility();
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}
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@ -141,21 +141,21 @@ namespace osu.Game.Overlays.Chat.ChannelList
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public void ScrollChannelIntoView(Channel channel) => scroll.ScrollIntoView(GetItem(channel));
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private FillFlowContainer<ChannelListItem> getFlowForChannel(Channel channel)
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private ChannelGroup getGroupFromChannel(Channel channel)
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{
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switch (channel.Type)
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{
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case ChannelType.Public:
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return publicChannelGroup.ItemFlow;
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return publicChannelGroup;
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case ChannelType.PM:
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return privateChannelGroup.ItemFlow;
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return privateChannelGroup;
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case ChannelType.Announce:
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return announceChannelGroup.ItemFlow;
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return announceChannelGroup;
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default:
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return publicChannelGroup.ItemFlow;
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return publicChannelGroup;
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}
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}
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@ -169,9 +169,9 @@ namespace osu.Game.Overlays.Chat.ChannelList
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private partial class ChannelGroup : FillFlowContainer
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{
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public readonly FillFlowContainer<ChannelListItem> ItemFlow;
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public readonly ChannelListItemFlow ItemFlow;
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public ChannelGroup(LocalisableString label)
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public ChannelGroup(LocalisableString label, bool sortByRecent)
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{
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Direction = FillDirection.Vertical;
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RelativeSizeAxes = Axes.X;
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@ -186,7 +186,7 @@ namespace osu.Game.Overlays.Chat.ChannelList
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Margin = new MarginPadding { Left = 18, Bottom = 5 },
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Font = OsuFont.Torus.With(size: 12, weight: FontWeight.SemiBold),
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},
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ItemFlow = new FillFlowContainer<ChannelListItem>
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ItemFlow = new ChannelListItemFlow(sortByRecent)
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{
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Direction = FillDirection.Vertical,
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RelativeSizeAxes = Axes.X,
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@ -194,6 +194,42 @@ namespace osu.Game.Overlays.Chat.ChannelList
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},
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};
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}
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public partial class ChannelListItemFlow : FillFlowContainer<ChannelListItem>
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{
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private readonly bool sortByRecent;
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public ChannelListItemFlow(bool sortByRecent)
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{
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this.sortByRecent = sortByRecent;
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}
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public void Reflow() => InvalidateLayout();
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public override IEnumerable<Drawable> FlowingChildren => sortByRecent
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? base.FlowingChildren.OfType<ChannelListItem>().OrderByDescending(i => i.Channel.LastMessageId)
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: base.FlowingChildren.OfType<ChannelListItem>().OrderBy(i => i.Channel.Name);
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}
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public void AddChannel(ChannelListItem item)
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{
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ItemFlow.Add(item);
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item.Channel.NewMessagesArrived += newMessagesArrived;
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item.Channel.PendingMessageResolved += pendingMessageResolved;
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ItemFlow.Reflow();
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}
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public void RemoveChannel(ChannelListItem item)
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{
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item.Channel.NewMessagesArrived -= newMessagesArrived;
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item.Channel.PendingMessageResolved -= pendingMessageResolved;
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ItemFlow.Remove(item, true);
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}
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private void pendingMessageResolved(LocalEchoMessage _, Message __) => ItemFlow.Reflow();
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private void newMessagesArrived(IEnumerable<Message> _) => ItemFlow.Reflow();
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}
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private partial class ChannelSearchTextBox : BasicSearchTextBox
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