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Merge pull request #11413 from peppy/fix-mod-settings-transfer-issues

Fix difficulty adjust settings not being transferred correctly in multiplayer/playlists
This commit is contained in:
Dean Herbert 2021-01-03 22:38:41 +09:00 committed by GitHub
commit cd7a5ca23a
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 42 additions and 15 deletions

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@ -31,7 +31,12 @@ namespace osu.Game.Online.API
Acronym = mod.Acronym;
foreach (var (_, property) in mod.GetSettingsSourceProperties())
Settings.Add(property.Name.Underscore(), property.GetValue(mod));
{
var bindable = (IBindable)property.GetValue(mod);
if (!bindable.IsDefault)
Settings.Add(property.Name.Underscore(), bindable);
}
}
public Mod ToMod(Ruleset ruleset)
@ -46,7 +51,7 @@ namespace osu.Game.Online.API
if (!Settings.TryGetValue(property.Name.Underscore(), out object settingValue))
continue;
((IBindable)property.GetValue(resultMod)).Parse(settingValue);
resultMod.CopyAdjustedSetting((IBindable)property.GetValue(resultMod), settingValue);
}
return resultMod;

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@ -3,7 +3,6 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Reflection;
using Newtonsoft.Json;
@ -84,12 +83,10 @@ namespace osu.Game.Rulesets.Mods
foreach ((SettingSourceAttribute attr, PropertyInfo property) in this.GetOrderedSettingsSourceProperties())
{
object bindableObj = property.GetValue(this);
var bindable = (IBindable)property.GetValue(this);
if ((bindableObj as IHasDefaultValue)?.IsDefault == true)
continue;
tooltipTexts.Add($"{attr.Label} {bindableObj}");
if (!bindable.IsDefault)
tooltipTexts.Add($"{attr.Label} {bindable}");
}
return string.Join(", ", tooltipTexts.Where(s => !string.IsNullOrEmpty(s)));
@ -136,19 +133,38 @@ namespace osu.Game.Rulesets.Mods
// Copy bindable values across
foreach (var (_, prop) in this.GetSettingsSourceProperties())
{
var origBindable = prop.GetValue(this);
var copyBindable = prop.GetValue(copy);
var origBindable = (IBindable)prop.GetValue(this);
var copyBindable = (IBindable)prop.GetValue(copy);
// The bindables themselves are readonly, so the value must be transferred through the Bindable<T>.Value property.
var valueProperty = origBindable.GetType().GetProperty(nameof(Bindable<object>.Value), BindingFlags.Public | BindingFlags.Instance);
Debug.Assert(valueProperty != null);
valueProperty.SetValue(copyBindable, valueProperty.GetValue(origBindable));
// we only care about changes that have been made away from defaults.
if (!origBindable.IsDefault)
copy.CopyAdjustedSetting(copyBindable, origBindable);
}
return copy;
}
/// <summary>
/// When creating copies or clones of a Mod, this method will be called
/// to copy explicitly adjusted user settings from <paramref name="target"/>.
/// The base implementation will transfer the value via <see cref="Bindable{T}.Parse"/>
/// or by binding and unbinding (if <paramref name="source"/> is an <see cref="IBindable"/>)
/// and should be called unless replaced with custom logic.
/// </summary>
/// <param name="target">The target bindable to apply the adjustment to.</param>
/// <param name="source">The adjustment to apply.</param>
internal virtual void CopyAdjustedSetting(IBindable target, object source)
{
if (source is IBindable sourceBindable)
{
// copy including transfer of default values.
target.BindTo(sourceBindable);
target.UnbindFrom(sourceBindable);
}
else
target.Parse(source);
}
public bool Equals(IMod other) => GetType() == other?.GetType();
}
}

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@ -114,6 +114,12 @@ namespace osu.Game.Rulesets.Mods
bindable.ValueChanged += _ => userChangedSettings[bindable] = !bindable.IsDefault;
}
internal override void CopyAdjustedSetting(IBindable target, object source)
{
userChangedSettings[target] = true;
base.CopyAdjustedSetting(target, source);
}
/// <summary>
/// Apply all custom settings to the provided beatmap.
/// </summary>