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Merge pull request #17198 from smoogipoo/fix-beatmap-wedge-async-mutation

Fix beatmap wedge possibly applying transforms incorrectly and crashing
This commit is contained in:
Dean Herbert 2022-03-10 23:12:58 +09:00 committed by GitHub
commit e31b174cc2
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@ -152,7 +152,6 @@ namespace osu.Game.Screens.Select
public OsuSpriteText VersionLabel { get; private set; } public OsuSpriteText VersionLabel { get; private set; }
public OsuSpriteText TitleLabel { get; private set; } public OsuSpriteText TitleLabel { get; private set; }
public OsuSpriteText ArtistLabel { get; private set; } public OsuSpriteText ArtistLabel { get; private set; }
public BeatmapSetOnlineStatusPill StatusPill { get; private set; }
public FillFlowContainer MapperContainer { get; private set; } public FillFlowContainer MapperContainer { get; private set; }
private Container difficultyColourBar; private Container difficultyColourBar;
@ -169,6 +168,12 @@ namespace osu.Game.Screens.Select
[Resolved] [Resolved]
private IBindable<IReadOnlyList<Mod>> mods { get; set; } private IBindable<IReadOnlyList<Mod>> mods { get; set; }
[Resolved]
private BeatmapDifficultyCache difficultyCache { get; set; }
[Resolved]
private OsuColour colours { get; set; }
private ModSettingChangeTracker settingChangeTracker; private ModSettingChangeTracker settingChangeTracker;
public WedgeInfoText(WorkingBeatmap working, RulesetInfo userRuleset) public WedgeInfoText(WorkingBeatmap working, RulesetInfo userRuleset)
@ -181,7 +186,7 @@ namespace osu.Game.Screens.Select
private IBindable<StarDifficulty?> starDifficulty; private IBindable<StarDifficulty?> starDifficulty;
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(OsuColour colours, LocalisationManager localisation, BeatmapDifficultyCache difficultyCache) private void load(LocalisationManager localisation)
{ {
var beatmapInfo = working.BeatmapInfo; var beatmapInfo = working.BeatmapInfo;
var metadata = beatmapInfo.Metadata; var metadata = beatmapInfo.Metadata;
@ -255,7 +260,7 @@ namespace osu.Game.Screens.Select
Shear = -wedged_container_shear, Shear = -wedged_container_shear,
Alpha = 0f, Alpha = 0f,
}, },
StatusPill = new BeatmapSetOnlineStatusPill new BeatmapSetOnlineStatusPill
{ {
AutoSizeAxes = Axes.Both, AutoSizeAxes = Axes.Both,
Anchor = Anchor.TopRight, Anchor = Anchor.TopRight,
@ -264,6 +269,7 @@ namespace osu.Game.Screens.Select
TextSize = 11, TextSize = 11,
TextPadding = new MarginPadding { Horizontal = 8, Vertical = 2 }, TextPadding = new MarginPadding { Horizontal = 8, Vertical = 2 },
Status = beatmapInfo.Status, Status = beatmapInfo.Status,
Alpha = string.IsNullOrEmpty(beatmapInfo.DifficultyName) ? 0 : 1
} }
} }
}, },
@ -311,22 +317,6 @@ namespace osu.Game.Screens.Select
titleBinding.BindValueChanged(_ => setMetadata(metadata.Source)); titleBinding.BindValueChanged(_ => setMetadata(metadata.Source));
artistBinding.BindValueChanged(_ => setMetadata(metadata.Source), true); artistBinding.BindValueChanged(_ => setMetadata(metadata.Source), true);
starRatingDisplay.DisplayedStars.BindValueChanged(s =>
{
difficultyColourBar.Colour = colours.ForStarDifficulty(s.NewValue);
}, true);
starDifficulty = difficultyCache.GetBindableDifficulty(beatmapInfo, (cancellationSource = new CancellationTokenSource()).Token);
starDifficulty.BindValueChanged(s =>
{
starRatingDisplay.FadeIn(transition_duration);
starRatingDisplay.Current.Value = s.NewValue ?? default;
});
// no difficulty means it can't have a status to show
if (string.IsNullOrEmpty(beatmapInfo.DifficultyName))
StatusPill.Hide();
addInfoLabels(); addInfoLabels();
} }
@ -334,6 +324,23 @@ namespace osu.Game.Screens.Select
{ {
base.LoadComplete(); base.LoadComplete();
starRatingDisplay.DisplayedStars.BindValueChanged(s =>
{
difficultyColourBar.Colour = colours.ForStarDifficulty(s.NewValue);
}, true);
starDifficulty = difficultyCache.GetBindableDifficulty(working.BeatmapInfo, (cancellationSource = new CancellationTokenSource()).Token);
starDifficulty.BindValueChanged(s =>
{
starRatingDisplay.Current.Value = s.NewValue ?? default;
// Don't roll the counter on initial display (but still allow it to roll on applying mods etc.)
if (!starRatingDisplay.IsPresent)
starRatingDisplay.FinishTransforms(true);
starRatingDisplay.FadeIn(transition_duration);
});
mods.BindValueChanged(m => mods.BindValueChanged(m =>
{ {
settingChangeTracker?.Dispose(); settingChangeTracker?.Dispose();