From cde3d9c08ba8e3b9af8e8e6192c9febdfa306baa Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Tue, 22 Feb 2022 15:15:57 +0900 Subject: [PATCH] Change precedence order to favour playlist as a source for beatmap count --- .../OnlinePlay/Lounge/Components/PlaylistCountPill.cs | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/osu.Game/Screens/OnlinePlay/Lounge/Components/PlaylistCountPill.cs b/osu.Game/Screens/OnlinePlay/Lounge/Components/PlaylistCountPill.cs index 1aef41efbd..e21439e931 100644 --- a/osu.Game/Screens/OnlinePlay/Lounge/Components/PlaylistCountPill.cs +++ b/osu.Game/Screens/OnlinePlay/Lounge/Components/PlaylistCountPill.cs @@ -1,6 +1,7 @@ // Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. +using System.Linq; using Humanizer; using osu.Framework.Allocation; using osu.Framework.Extensions.LocalisationExtensions; @@ -46,7 +47,11 @@ namespace osu.Game.Screens.OnlinePlay.Lounge.Components private void updateCount() { - int activeItems = PlaylistItemStats.Value?.CountActive ?? Playlist.Count; + int activeItems = Playlist.Count > 0 || PlaylistItemStats.Value == null + // For now, use the playlist as the source of truth if it has any items. + // This allows the count to display correctly on the room screen (after joining a room). + ? Playlist.Count(i => !i.Expired) + : PlaylistItemStats.Value.CountActive; count.Clear(); count.AddText(activeItems.ToLocalisableString(), s => s.Font = s.Font.With(weight: FontWeight.Bold));