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Merge pull request #24929 from peppy/reduce-song-select-debounce
Reduce delay before loading beatmap after selection change at song select
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commit
afa1815d13
@ -312,7 +312,9 @@ namespace osu.Game.Tests.Visual.SongSelect
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{
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createSongSelect();
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addRulesetImportStep(0);
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// We need to use one real beatmap to trigger the "same-track-transfer" logic that we're looking to test here.
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// See `SongSelect.ensurePlayingSelected` and `WorkingBeatmap.TryTransferTrack`.
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AddStep("import test beatmap", () => manager.Import(new ImportTask(TestResources.GetTestBeatmapForImport())).WaitSafely());
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addRulesetImportStep(0);
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checkMusicPlaying(true);
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@ -321,6 +323,8 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddStep("manual pause", () => music.TogglePause());
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checkMusicPlaying(false);
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// Track should not have changed, so music should still not be playing.
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AddStep("select next difficulty", () => songSelect!.Carousel.SelectNext(skipDifficulties: false));
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checkMusicPlaying(false);
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@ -525,7 +525,11 @@ namespace osu.Game.Screens.Select
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if (beatmapInfoNoDebounce == null)
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run();
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else
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selectionChangedDebounce = Scheduler.AddDelayed(run, 200);
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{
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// Intentionally slightly higher than repeat_tick_rate to avoid loading songs when holding left / right arrows.
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// See https://github.com/ppy/osu-framework/blob/master/osu.Framework/Input/InputManager.cs#L44
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selectionChangedDebounce = Scheduler.AddDelayed(run, 80);
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}
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if (beatmap?.Equals(beatmapInfoPrevious) != true)
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{
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