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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.
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@ -32,7 +32,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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protected DragBox DragBox { get; private set; }
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public Container<SelectionBlueprint<T>> SelectionBlueprints { get; private set; }
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public SelectionBlueprintContainer SelectionBlueprints { get; private set; }
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public partial class SelectionBlueprintContainer : Container<SelectionBlueprint<T>>
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{
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public new virtual void ChangeChildDepth(SelectionBlueprint<T> child, float newDepth) => base.ChangeChildDepth(child, newDepth);
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}
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public SelectionHandler<T> SelectionHandler { get; private set; }
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@ -95,7 +100,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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});
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}
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protected virtual Container<SelectionBlueprint<T>> CreateSelectionBlueprintContainer() => new Container<SelectionBlueprint<T>> { RelativeSizeAxes = Axes.Both };
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protected virtual SelectionBlueprintContainer CreateSelectionBlueprintContainer() => new SelectionBlueprintContainer { RelativeSizeAxes = Axes.Both };
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/// <summary>
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/// 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;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Edit;
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@ -136,7 +135,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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base.ApplySelectionOrder(blueprints)
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.OrderBy(b => Math.Min(Math.Abs(EditorClock.CurrentTime - b.Item.GetEndTime()), Math.Abs(EditorClock.CurrentTime - b.Item.StartTime)));
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protected override Container<SelectionBlueprint<HitObject>> CreateSelectionBlueprintContainer() => new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both };
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protected override SelectionBlueprintContainer CreateSelectionBlueprintContainer() => new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both };
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protected override SelectionHandler<HitObject> CreateSelectionHandler() => new EditorSelectionHandler();
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@ -4,7 +4,6 @@
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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@ -14,7 +13,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <summary>
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/// A container for <see cref="SelectionBlueprint{HitObject}"/> ordered by their <see cref="HitObject"/> start times.
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/// </summary>
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public sealed partial class HitObjectOrderedSelectionContainer : Container<SelectionBlueprint<HitObject>>
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public sealed partial class HitObjectOrderedSelectionContainer : BlueprintContainer<HitObject>.SelectionBlueprintContainer
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{
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[Resolved]
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private EditorBeatmap editorBeatmap { get; set; } = null!;
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@ -28,16 +27,18 @@ namespace osu.Game.Screens.Edit.Compose.Components
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public override void Add(SelectionBlueprint<HitObject> drawable)
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{
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SortInternal();
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Sort();
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base.Add(drawable);
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}
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public override bool Remove(SelectionBlueprint<HitObject> drawable, bool disposeImmediately)
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{
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SortInternal();
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Sort();
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return base.Remove(drawable, disposeImmediately);
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}
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internal void Sort() => SortInternal();
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protected override int Compare(Drawable x, Drawable y)
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{
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var xObj = ((SelectionBlueprint<HitObject>)x).Item;
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@ -91,7 +91,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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}
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}
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protected override Container<SelectionBlueprint<HitObject>> CreateSelectionBlueprintContainer() => new TimelineSelectionBlueprintContainer { RelativeSizeAxes = Axes.Both };
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protected override SelectionBlueprintContainer CreateSelectionBlueprintContainer() => new TimelineSelectionBlueprintContainer { RelativeSizeAxes = Axes.Both };
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protected override bool OnDragStart(DragStartEvent e)
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{
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@ -287,14 +287,27 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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}
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}
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protected partial class TimelineSelectionBlueprintContainer : Container<SelectionBlueprint<HitObject>>
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protected partial class TimelineSelectionBlueprintContainer : SelectionBlueprintContainer
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{
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protected override Container<SelectionBlueprint<HitObject>> Content { get; }
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protected override HitObjectOrderedSelectionContainer Content { get; }
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public TimelineSelectionBlueprintContainer()
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{
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AddInternal(new TimelinePart<SelectionBlueprint<HitObject>>(Content = new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both }) { RelativeSizeAxes = Axes.Both });
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}
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public override void ChangeChildDepth(SelectionBlueprint<HitObject> child, float newDepth)
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{
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// timeline blueprint container also contains a blueprint for current placement, if present
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// (see `placementChanged()` callback above).
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// because the current placement hitobject is generally going to be mutated during the placement,
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// it is possible for `Content`'s children to become unsorted when the user moves the placement around,
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// which can culminate in a critical failure when attempting to binary-search children here
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// using `HitObjectOrderedSelectionContainer`'s custom comparer.
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// thus, always force a re-sort of objects before attempting to change child depth to avoid this scenario.
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Content.Sort();
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base.ChangeChildDepth(child, newDepth);
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}
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}
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}
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}
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