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Fix the star rating display at song select flashing to zero when changing mods
Due to the use of bindable flow provided by `BeatmapDifficultyCache` in this usage, the display would briefly flash to zero while difficulty calculation was still running (as there is no way for a consumer of the provided bindable to know whether the returned 0 is an actual 0 SR or a "pending" calculation). While I hope to fix this by making the bindable flow return nullable values, I think this particular use case works better with non-bindable flow so have switched across to that.
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@ -15,6 +15,7 @@ using System.Collections.Generic;
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using osu.Game.Rulesets.Mods;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using osu.Framework.Threading;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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@ -137,8 +138,6 @@ namespace osu.Game.Screens.Select.Details
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updateStarDifficulty();
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}
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private IBindable<StarDifficulty> normalStarDifficulty;
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private IBindable<StarDifficulty> moddedStarDifficulty;
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private CancellationTokenSource starDifficultyCancellationSource;
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private void updateStarDifficulty()
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@ -150,13 +149,13 @@ namespace osu.Game.Screens.Select.Details
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starDifficultyCancellationSource = new CancellationTokenSource();
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normalStarDifficulty = difficultyCache.GetBindableDifficulty(Beatmap, ruleset.Value, null, starDifficultyCancellationSource.Token);
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moddedStarDifficulty = difficultyCache.GetBindableDifficulty(Beatmap, ruleset.Value, mods.Value, starDifficultyCancellationSource.Token);
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var normalStarDifficulty = difficultyCache.GetDifficultyAsync(Beatmap, ruleset.Value, null, starDifficultyCancellationSource.Token);
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var moddedStarDifficulty = difficultyCache.GetDifficultyAsync(Beatmap, ruleset.Value, mods.Value, starDifficultyCancellationSource.Token);
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normalStarDifficulty.BindValueChanged(_ => updateDisplay());
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moddedStarDifficulty.BindValueChanged(_ => updateDisplay(), true);
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void updateDisplay() => starDifficulty.Value = ((float)normalStarDifficulty.Value.Stars, (float)moddedStarDifficulty.Value.Stars);
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Task.WhenAll(normalStarDifficulty, moddedStarDifficulty).ContinueWith(_ => Schedule(() =>
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{
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starDifficulty.Value = ((float)normalStarDifficulty.Result.Stars, (float)moddedStarDifficulty.Result.Stars);
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}), starDifficultyCancellationSource.Token, TaskContinuationOptions.OnlyOnRanToCompletion, TaskScheduler.Current);
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}
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protected override void Dispose(bool isDisposing)
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