1
0
mirror of https://github.com/ppy/osu.git synced 2025-01-28 09:02:58 +08:00

Merge pull request #23312 from Renzo904/fix-rewind-bug

Fix song select rewind logic not handling deleted beatmaps
This commit is contained in:
Dean Herbert 2023-06-15 19:06:51 +09:00 committed by GitHub
commit d563de0e54
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 29 additions and 4 deletions

View File

@ -453,6 +453,25 @@ namespace osu.Game.Tests.Visual.SongSelect
AddStep("Un-filter", () => carousel.Filter(new FilterCriteria(), false)); AddStep("Un-filter", () => carousel.Filter(new FilterCriteria(), false));
} }
[Test]
public void TestRewindToDeletedBeatmap()
{
loadBeatmaps();
var firstAdded = TestResources.CreateTestBeatmapSetInfo();
AddStep("add new set", () => carousel.UpdateBeatmapSet(firstAdded));
AddStep("select set", () => carousel.SelectBeatmap(firstAdded.Beatmaps.First()));
nextRandom();
AddStep("delete set", () => carousel.RemoveBeatmapSet(firstAdded));
prevRandom();
AddAssert("deleted set not selected", () => carousel.SelectedBeatmapSet?.Equals(firstAdded) == false);
}
/// <summary> /// <summary>
/// Test adding and removing beatmap sets /// Test adding and removing beatmap sets
/// </summary> /// </summary>

View File

@ -155,7 +155,7 @@ namespace osu.Game.Screens.Select
public Bindable<RandomSelectAlgorithm> RandomAlgorithm = new Bindable<RandomSelectAlgorithm>(); public Bindable<RandomSelectAlgorithm> RandomAlgorithm = new Bindable<RandomSelectAlgorithm>();
private readonly List<CarouselBeatmapSet> previouslyVisitedRandomSets = new List<CarouselBeatmapSet>(); private readonly List<CarouselBeatmapSet> previouslyVisitedRandomSets = new List<CarouselBeatmapSet>();
private readonly Stack<CarouselBeatmap> randomSelectedBeatmaps = new Stack<CarouselBeatmap>(); private readonly List<CarouselBeatmap> randomSelectedBeatmaps = new List<CarouselBeatmap>();
private CarouselRoot root; private CarouselRoot root;
@ -348,6 +348,11 @@ namespace osu.Game.Screens.Select
if (!root.BeatmapSetsByID.TryGetValue(beatmapSetID, out var existingSet)) if (!root.BeatmapSetsByID.TryGetValue(beatmapSetID, out var existingSet))
return; return;
foreach (var beatmap in existingSet.Beatmaps)
randomSelectedBeatmaps.Remove(beatmap);
previouslyVisitedRandomSets.Remove(existingSet);
root.RemoveItem(existingSet); root.RemoveItem(existingSet);
itemsCache.Invalidate(); itemsCache.Invalidate();
@ -501,7 +506,7 @@ namespace osu.Game.Screens.Select
if (selectedBeatmap != null && selectedBeatmapSet != null) if (selectedBeatmap != null && selectedBeatmapSet != null)
{ {
randomSelectedBeatmaps.Push(selectedBeatmap); randomSelectedBeatmaps.Add(selectedBeatmap);
// when performing a random, we want to add the current set to the previously visited list // when performing a random, we want to add the current set to the previously visited list
// else the user may be "randomised" to the existing selection. // else the user may be "randomised" to the existing selection.
@ -538,9 +543,10 @@ namespace osu.Game.Screens.Select
{ {
while (randomSelectedBeatmaps.Any()) while (randomSelectedBeatmaps.Any())
{ {
var beatmap = randomSelectedBeatmaps.Pop(); var beatmap = randomSelectedBeatmaps[^1];
randomSelectedBeatmaps.Remove(beatmap);
if (!beatmap.Filtered.Value) if (!beatmap.Filtered.Value && beatmap.BeatmapInfo.BeatmapSet?.DeletePending != true)
{ {
if (selectedBeatmapSet != null) if (selectedBeatmapSet != null)
{ {