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Fix timeline blueprints sometimes causing crashes due to current placement blueprint becoming unsorted

Closes https://github.com/ppy/osu/issues/30324.
This commit is contained in:
Bartłomiej Dach 2024-10-21 14:44:53 +02:00
parent d6497640d9
commit dbc2e78dd9
No known key found for this signature in database
4 changed files with 29 additions and 11 deletions

View File

@ -32,7 +32,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
protected DragBox DragBox { get; private set; }
public Container<SelectionBlueprint<T>> SelectionBlueprints { get; private set; }
public SelectionBlueprintContainer SelectionBlueprints { get; private set; }
public partial class SelectionBlueprintContainer : Container<SelectionBlueprint<T>>
{
public new virtual void ChangeChildDepth(SelectionBlueprint<T> child, float newDepth) => base.ChangeChildDepth(child, newDepth);
}
public SelectionHandler<T> SelectionHandler { get; private set; }
@ -95,7 +100,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
});
}
protected virtual Container<SelectionBlueprint<T>> CreateSelectionBlueprintContainer() => new Container<SelectionBlueprint<T>> { RelativeSizeAxes = Axes.Both };
protected virtual SelectionBlueprintContainer CreateSelectionBlueprintContainer() => new SelectionBlueprintContainer { RelativeSizeAxes = Axes.Both };
/// <summary>
/// Creates a <see cref="Components.SelectionHandler{T}"/> which outlines items and handles movement of selections.

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@ -9,7 +9,6 @@ using System.Collections.Specialized;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Edit;
@ -136,7 +135,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
base.ApplySelectionOrder(blueprints)
.OrderBy(b => Math.Min(Math.Abs(EditorClock.CurrentTime - b.Item.GetEndTime()), Math.Abs(EditorClock.CurrentTime - b.Item.StartTime)));
protected override Container<SelectionBlueprint<HitObject>> CreateSelectionBlueprintContainer() => new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both };
protected override SelectionBlueprintContainer CreateSelectionBlueprintContainer() => new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both };
protected override SelectionHandler<HitObject> CreateSelectionHandler() => new EditorSelectionHandler();

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@ -4,7 +4,6 @@
using osu.Framework.Allocation;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
@ -14,7 +13,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// <summary>
/// A container for <see cref="SelectionBlueprint{HitObject}"/> ordered by their <see cref="HitObject"/> start times.
/// </summary>
public sealed partial class HitObjectOrderedSelectionContainer : Container<SelectionBlueprint<HitObject>>
public sealed partial class HitObjectOrderedSelectionContainer : BlueprintContainer<HitObject>.SelectionBlueprintContainer
{
[Resolved]
private EditorBeatmap editorBeatmap { get; set; } = null!;
@ -28,16 +27,18 @@ namespace osu.Game.Screens.Edit.Compose.Components
public override void Add(SelectionBlueprint<HitObject> drawable)
{
SortInternal();
Sort();
base.Add(drawable);
}
public override bool Remove(SelectionBlueprint<HitObject> drawable, bool disposeImmediately)
{
SortInternal();
Sort();
return base.Remove(drawable, disposeImmediately);
}
internal void Sort() => SortInternal();
protected override int Compare(Drawable x, Drawable y)
{
var xObj = ((SelectionBlueprint<HitObject>)x).Item;

View File

@ -91,7 +91,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
}
}
protected override Container<SelectionBlueprint<HitObject>> CreateSelectionBlueprintContainer() => new TimelineSelectionBlueprintContainer { RelativeSizeAxes = Axes.Both };
protected override SelectionBlueprintContainer CreateSelectionBlueprintContainer() => new TimelineSelectionBlueprintContainer { RelativeSizeAxes = Axes.Both };
protected override bool OnDragStart(DragStartEvent e)
{
@ -287,14 +287,27 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
}
}
protected partial class TimelineSelectionBlueprintContainer : Container<SelectionBlueprint<HitObject>>
protected partial class TimelineSelectionBlueprintContainer : SelectionBlueprintContainer
{
protected override Container<SelectionBlueprint<HitObject>> Content { get; }
protected override HitObjectOrderedSelectionContainer Content { get; }
public TimelineSelectionBlueprintContainer()
{
AddInternal(new TimelinePart<SelectionBlueprint<HitObject>>(Content = new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both }) { RelativeSizeAxes = Axes.Both });
}
public override void ChangeChildDepth(SelectionBlueprint<HitObject> child, float newDepth)
{
// timeline blueprint container also contains a blueprint for current placement, if present
// (see `placementChanged()` callback above).
// because the current placement hitobject is generally going to be mutated during the placement,
// it is possible for `Content`'s children to become unsorted when the user moves the placement around,
// which can culminate in a critical failure when attempting to binary-search children here
// using `HitObjectOrderedSelectionContainer`'s custom comparer.
// thus, always force a re-sort of objects before attempting to change child depth to avoid this scenario.
Content.Sort();
base.ChangeChildDepth(child, newDepth);
}
}
}
}