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Fix random selection and avoid using legacy events for handling skin import/deletion

This commit is contained in:
Dean Herbert 2021-11-29 16:18:34 +09:00
parent 29d074bdb8
commit c629a7a36f
3 changed files with 73 additions and 82 deletions

View File

@ -18,6 +18,7 @@ using osu.Game.Graphics.UserInterface;
using osu.Game.Localisation;
using osu.Game.Skinning;
using osu.Game.Skinning.Editor;
using Realms;
namespace osu.Game.Overlays.Settings.Sections
{
@ -43,21 +44,15 @@ namespace osu.Game.Overlays.Settings.Sections
private List<ILive<SkinInfo>> skinItems;
private int firstNonDefaultSkinIndex
{
get
{
int index = skinItems.FindIndex(s => s.ID == SkinInfo.CLASSIC_SKIN);
if (index < 0)
index = skinItems.Count;
return index;
}
}
[Resolved]
private SkinManager skins { get; set; }
[Resolved]
private RealmContextFactory realmFactory { get; set; }
private IDisposable realmSubscription;
private IQueryable<SkinInfo> realmSkins;
[BackgroundDependencyLoader(permitNulls: true)]
private void load(OsuConfigManager config, [CanBeNull] SkinEditorOverlay skinEditor)
{
@ -75,9 +70,6 @@ namespace osu.Game.Overlays.Settings.Sections
new ExportSkinButton(),
};
skins.ItemUpdated += itemUpdated;
skins.ItemRemoved += itemRemoved;
config.BindWith(OsuSetting.Skin, configBindable);
}
@ -86,6 +78,21 @@ namespace osu.Game.Overlays.Settings.Sections
base.LoadComplete();
skinDropdown.Current = dropdownBindable;
realmSkins = realmFactory.Context.All<SkinInfo>()
.Where(s => !s.DeletePending)
.OrderBy(s => s.Name, StringComparer.OrdinalIgnoreCase);
realmSubscription = realmSkins
.SubscribeForNotifications((sender, changes, error) =>
{
if (changes == null)
return;
// Eventually this should be handling the individual changes rather than refreshing the whole dropdown.
updateItems();
});
updateItems();
// Todo: This should not be necessary when OsuConfigManager is databased
@ -97,7 +104,16 @@ namespace osu.Game.Overlays.Settings.Sections
{
if (skin.NewValue.Equals(random_skin_info))
{
var skinBefore = skins.CurrentSkinInfo.Value;
skins.SelectRandomSkin();
if (skinBefore == skins.CurrentSkinInfo.Value)
{
// the random selection didn't change the skin, so we should manually update the dropdown to match.
dropdownBindable.Value = skins.CurrentSkinInfo.Value;
}
return;
}
@ -111,12 +127,13 @@ namespace osu.Game.Overlays.Settings.Sections
var skin = skinDropdown.Items.FirstOrDefault(s => s.ID == configId);
// TODO: i don't think this will be required any more.
if (skin == null)
{
// there may be a thread race condition where an item is selected that hasn't yet been added to the dropdown.
// to avoid adding complexity, let's just ensure the item is added so we can perform the selection.
skin = skins.Query(s => s.ID == configId);
addItem(skin);
updateItems();
}
dropdownBindable.Value = skin;
@ -124,47 +141,20 @@ namespace osu.Game.Overlays.Settings.Sections
private void updateItems()
{
skinItems = skins.GetAllUsableSkins();
skinItems.Insert(firstNonDefaultSkinIndex, random_skin_info);
sortUserSkins(skinItems);
skinItems = realmSkins.ToLive();
skinItems.Insert(0, SkinInfo.Default.ToLive());
skinItems.Insert(1, DefaultLegacySkin.Info.ToLive());
skinItems.Insert(2, random_skin_info);
skinDropdown.Items = skinItems;
}
private void itemUpdated(SkinInfo item) => Schedule(() => addItem(item.ToLive()));
private void addItem(ILive<SkinInfo> item)
{
List<ILive<SkinInfo>> newDropdownItems = skinDropdown.Items.Where(i => !i.Equals(item)).Append(item).ToList();
sortUserSkins(newDropdownItems);
skinDropdown.Items = newDropdownItems;
}
private void itemRemoved(SkinInfo item) => Schedule(() => skinDropdown.Items = skinDropdown.Items.Where(i => !i.ID.Equals(item.ID)).ToArray());
private void sortUserSkins(List<ILive<SkinInfo>> skinsList)
{
try
{
// Sort user skins separately from built-in skins
skinsList.Sort(firstNonDefaultSkinIndex, skinsList.Count - firstNonDefaultSkinIndex,
Comparer<ILive<SkinInfo>>.Create((a, b) =>
{
// o_________________________o
return a.PerformRead(ai => b.PerformRead(bi => string.Compare(ai.Name, bi.Name, StringComparison.OrdinalIgnoreCase)));
}));
}
catch { }
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (skins != null)
{
skins.ItemUpdated -= itemUpdated;
skins.ItemRemoved -= itemRemoved;
}
realmSubscription?.Dispose();
}
private class SkinSettingsDropdown : SettingsDropdown<ILive<SkinInfo>>
@ -192,6 +182,11 @@ namespace osu.Game.Overlays.Settings.Sections
{
Text = SkinSettingsStrings.ExportSkinButton;
Action = export;
}
protected override void LoadComplete()
{
base.LoadComplete();
currentSkin = skins.CurrentSkin.GetBoundCopy();
currentSkin.BindValueChanged(skin => Enabled.Value = skin.NewValue.SkinInfo.PerformRead(s => s.IsManaged), true);

View File

@ -38,6 +38,8 @@ namespace osu.Game.Skinning
{
private readonly AudioManager audio;
private readonly Scheduler scheduler;
private readonly GameHost host;
private readonly IResourceStore<byte[]> resources;
@ -64,6 +66,7 @@ namespace osu.Game.Skinning
{
this.contextFactory = contextFactory;
this.audio = audio;
this.scheduler = scheduler;
this.host = host;
this.resources = resources;
@ -84,15 +87,6 @@ namespace osu.Game.Skinning
SourceChanged?.Invoke();
};
// needs to be done here rather than inside SkinManager to ensure thread safety of CurrentSkinInfo.
ItemRemoved += item => scheduler.Add(() =>
{
// TODO: fix.
// check the removed skin is not the current user choice. if it is, switch back to default.
// if (item.Equals(CurrentSkinInfo.Value))
// CurrentSkinInfo.Value = SkinInfo.Default;
});
}
/// <summary>
@ -283,23 +277,18 @@ namespace osu.Game.Skinning
#region Implementation of IModelManager<SkinInfo>
public event Action<SkinInfo> ItemUpdated
{
add => skinModelManager.ItemUpdated += value;
remove => skinModelManager.ItemUpdated -= value;
}
public event Action<SkinInfo> ItemRemoved
{
add => skinModelManager.ItemRemoved += value;
remove => skinModelManager.ItemRemoved -= value;
}
public void Delete(Expression<Func<SkinInfo, bool>> filter, bool silent = false)
public void Delete([CanBeNull] Expression<Func<SkinInfo, bool>> filter = null, bool silent = false)
{
using (var context = contextFactory.CreateContext())
{
var items = context.All<SkinInfo>().Where(filter).ToList();
// check the removed skin is not the current user choice. if it is, switch back to default.
Guid currentUserSkin = CurrentSkinInfo.Value.ID;
if (items.Any(s => s.ID == currentUserSkin))
scheduler.Add(() => CurrentSkinInfo.Value = SkinInfo.Default.ToLive());
skinModelManager.Delete(items, silent);
}
}

View File

@ -24,8 +24,21 @@ namespace osu.Game.Stores
public abstract class RealmArchiveModelManager<TModel> : RealmArchiveModelImporter<TModel>, IModelManager<TModel>, IModelFileManager<TModel, RealmNamedFileUsage>
where TModel : RealmObject, IHasRealmFiles, IHasGuidPrimaryKey, ISoftDelete
{
public event Action<TModel>? ItemUpdated;
public event Action<TModel>? ItemRemoved;
public event Action<TModel>? ItemUpdated
{
// This may be brought back for beatmaps to ease integration.
// The eventual goal would be not requiring this and using realm subscriptions in its place.
add => throw new NotImplementedException();
remove => throw new NotImplementedException();
}
public event Action<TModel>? ItemRemoved
{
// This may be brought back for beatmaps to ease integration.
// The eventual goal would be not requiring this and using realm subscriptions in its place.
add => throw new NotImplementedException();
remove => throw new NotImplementedException();
}
private readonly RealmFileStore realmFileStore;
@ -64,11 +77,7 @@ namespace osu.Game.Stores
public override async Task<ILive<TModel>?> Import(TModel item, ArchiveReader? archive = null, bool lowPriority = false, CancellationToken cancellationToken = default)
{
var imported = await base.Import(item, archive, lowPriority, cancellationToken).ConfigureAwait(false);
imported?.PerformRead(i => ItemUpdated?.Invoke(i.Detach()));
return imported;
return await base.Import(item, archive, lowPriority, cancellationToken).ConfigureAwait(false);
}
/// <summary>
@ -150,7 +159,6 @@ namespace osu.Game.Stores
return false;
item.Realm.Write(r => item.DeletePending = true);
ItemRemoved?.Invoke(item.Detach());
return true;
}
@ -160,10 +168,9 @@ namespace osu.Game.Stores
return;
item.Realm.Write(r => item.DeletePending = false);
ItemUpdated?.Invoke(item);
}
public virtual bool IsAvailableLocally(TModel model) => false; // TODO: implement
public virtual bool IsAvailableLocally(TModel model) => false; // Not relevant for skins since they can't be downloaded yet.
public void Update(TModel skin)
{