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Merge pull request #26560 from peppy/fix-skin-loss
Fix skin potentially being lost when opening and closing skin editor rapidly
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commit
a3b7943e7d
@ -35,6 +35,7 @@ using osu.Game.Screens.OnlinePlay.Lounge;
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using osu.Game.Screens.OnlinePlay.Match.Components;
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using osu.Game.Screens.OnlinePlay.Playlists;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD;
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using osu.Game.Screens.Ranking;
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using osu.Game.Screens.Select;
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using osu.Game.Screens.Select.Carousel;
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@ -834,6 +835,24 @@ namespace osu.Game.Tests.Visual.Navigation
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AddAssert("exit dialog is shown", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog is ConfirmExitDialog);
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}
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[Test]
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public void TestQuickSkinEditorDoesntNukeSkin()
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{
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
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AddStep("open", () => InputManager.Key(Key.Space));
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AddStep("skin", () => InputManager.Key(Key.E));
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AddStep("editor", () => InputManager.Key(Key.S));
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AddStep("and close immediately", () => InputManager.Key(Key.Escape));
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AddStep("open again", () => InputManager.Key(Key.S));
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Player player = null;
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AddUntilStep("wait for player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null);
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AddUntilStep("wait for gameplay still has health bar", () => player.ChildrenOfType<ArgonHealthDisplay>().Any());
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}
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[Test]
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public void TestTouchScreenDetectionAtSongSelect()
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{
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@ -47,7 +47,7 @@ namespace osu.Game.Overlays.SkinEditor
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protected override bool StartHidden => true;
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private Drawable targetScreen = null!;
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private Drawable? targetScreen;
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private OsuTextFlowContainer headerText = null!;
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@ -541,8 +541,14 @@ namespace osu.Game.Overlays.SkinEditor
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if (!hasBegunMutating)
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return;
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if (targetScreen?.IsLoaded != true)
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return;
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SkinComponentsContainer[] targetContainers = availableTargets.ToArray();
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if (!targetContainers.All(c => c.ComponentsLoaded))
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return;
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foreach (var t in targetContainers)
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currentSkin.Value.UpdateDrawableTarget(t);
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@ -136,10 +136,15 @@ namespace osu.Game.Overlays.SkinEditor
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globallyReenableBeatmapSkinSetting();
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}
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public void PresentGameplay()
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public void PresentGameplay() => presentGameplay(false);
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private void presentGameplay(bool attemptedBeatmapSwitch)
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{
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performer?.PerformFromScreen(screen =>
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{
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if (State.Value != Visibility.Visible)
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return;
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if (beatmap.Value is DummyWorkingBeatmap)
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{
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// presume we don't have anything good to play and just bail.
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@ -149,8 +154,12 @@ namespace osu.Game.Overlays.SkinEditor
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// If we're playing the intro, switch away to another beatmap.
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if (beatmap.Value.BeatmapSetInfo.Protected)
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{
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music.NextTrack();
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Schedule(PresentGameplay);
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if (!attemptedBeatmapSwitch)
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{
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music.NextTrack();
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Schedule(() => presentGameplay(true));
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}
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return;
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}
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