mirror of
https://github.com/ppy/osu.git
synced 2024-11-07 18:07:28 +08:00
Merge pull request #7663 from peppy/fix-import-different-ruleset
Fix presenting a beatmap from a different ruleset not working
This commit is contained in:
commit
dfd0b1b88c
@ -30,7 +30,6 @@ namespace osu.Game.Tests.Visual.Navigation
|
||||
}
|
||||
|
||||
[Test]
|
||||
[Ignore("will be fixed soon")]
|
||||
public void TestFromMainMenuDifferentRuleset()
|
||||
{
|
||||
var firstImport = importBeatmap(1);
|
||||
|
@ -286,7 +286,7 @@ namespace osu.Game.Screens.Select
|
||||
// if not the current screen, we want to get carousel in a good presentation state before displaying (resume or enter).
|
||||
bool shouldDebounce = this.IsCurrentScreen();
|
||||
|
||||
Schedule(() => Carousel.Filter(criteria, shouldDebounce));
|
||||
Carousel.Filter(criteria, shouldDebounce);
|
||||
}
|
||||
|
||||
private DependencyContainer dependencies;
|
||||
@ -325,8 +325,10 @@ namespace osu.Game.Screens.Select
|
||||
if (!Carousel.BeatmapSetsLoaded)
|
||||
return;
|
||||
|
||||
// if we have a pending filter operation, we want to run it now.
|
||||
// it could change selection (ie. if the ruleset has been changed).
|
||||
transferRulesetValue();
|
||||
|
||||
// while transferRulesetValue will flush, it only does so if the ruleset changes.
|
||||
// the user could have changed a filter, and we want to ensure we are 100% up-to-date and consistent here.
|
||||
Carousel.FlushPendingFilterOperations();
|
||||
|
||||
// avoid attempting to continue before a selection has been obtained.
|
||||
@ -412,20 +414,10 @@ namespace osu.Game.Screens.Select
|
||||
{
|
||||
Logger.Log($"updating selection with beatmap:{beatmap?.ID.ToString() ?? "null"} ruleset:{ruleset?.ID.ToString() ?? "null"}");
|
||||
|
||||
if (ruleset?.Equals(decoupledRuleset.Value) == false)
|
||||
if (transferRulesetValue())
|
||||
{
|
||||
Logger.Log($"ruleset changed from \"{decoupledRuleset.Value}\" to \"{ruleset}\"");
|
||||
|
||||
// if the ruleset changed, the rest of the selection update will happen via updateSelectedRuleset.
|
||||
Mods.Value = Array.Empty<Mod>();
|
||||
decoupledRuleset.Value = ruleset;
|
||||
|
||||
// force a filter before attempting to change the beatmap.
|
||||
// we may still be in the wrong ruleset as there is a debounce delay on ruleset changes.
|
||||
Carousel.Filter(null, false);
|
||||
|
||||
// Filtering only completes after the carousel runs Update.
|
||||
// If we also have a pending beatmap change we should delay it one frame.
|
||||
selectionChangedDebounce = Schedule(run);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -649,6 +641,7 @@ namespace osu.Game.Screens.Select
|
||||
|
||||
// manual binding to parent ruleset to allow for delayed load in the incoming direction.
|
||||
transferRulesetValue();
|
||||
|
||||
Ruleset.ValueChanged += r => updateSelectedRuleset(r.NewValue);
|
||||
|
||||
decoupledRuleset.ValueChanged += r => Ruleset.Value = r.NewValue;
|
||||
@ -660,9 +653,23 @@ namespace osu.Game.Screens.Select
|
||||
boundLocalBindables = true;
|
||||
}
|
||||
|
||||
private void transferRulesetValue()
|
||||
/// <summary>
|
||||
/// Transfer the game-wide ruleset to the local decoupled ruleset.
|
||||
/// Will immediately run filter operations if required.
|
||||
/// </summary>
|
||||
/// <returns>Whether a transfer occurred.</returns>
|
||||
private bool transferRulesetValue()
|
||||
{
|
||||
if (decoupledRuleset.Value?.Equals(Ruleset.Value) == true)
|
||||
return false;
|
||||
|
||||
Logger.Log($"decoupled ruleset transferred (\"{decoupledRuleset.Value}\" -> \"{Ruleset.Value}\"");
|
||||
rulesetNoDebounce = decoupledRuleset.Value = Ruleset.Value;
|
||||
|
||||
// if we have a pending filter operation, we want to run it now.
|
||||
// it could change selection (ie. if the ruleset has been changed).
|
||||
Carousel?.FlushPendingFilterOperations();
|
||||
return true;
|
||||
}
|
||||
|
||||
private void delete(BeatmapSetInfo beatmap)
|
||||
|
Loading…
Reference in New Issue
Block a user