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Remove excessive selection updating

This commit is contained in:
David Zhao 2019-05-28 14:04:33 +09:00
parent 05c0df53dc
commit e59a00ac6e
2 changed files with 34 additions and 2 deletions

View File

@ -209,7 +209,33 @@ namespace osu.Game.Tests.Visual.SongSelect
AddAssert("start not requested", () => !startRequested);
}
private void importForRuleset(int id) => AddStep($"import test map for ruleset {id}", () => manager.Import(createTestBeatmapSet(getImportId(), rulesets.AvailableRulesets.Where(r => r.ID == id).ToArray())));
[Test]
public void TestAddNewBeatmap()
{
const int test_count = 10;
int beatmapChangedCount = 0;
createSongSelect();
AddStep("Setup counter", () =>
{
beatmapChangedCount = 0;
songSelect.Carousel.BeatmapSetsChanged += () => beatmapChangedCount++;
});
AddRepeatStep($"Create beatmaps {test_count} times", () =>
{
manager.Import(createTestBeatmapSet(getImportId(), rulesets.AvailableRulesets.Where(r => r.ID == 0).ToArray()));
Scheduler.AddDelayed(() =>
{
// Wait for debounce
songSelect.Carousel.SelectNextRandom();
}, 400);
}, test_count);
AddAssert($"Beatmap changed {test_count} times", () => beatmapChangedCount == test_count);
}
private void importForRuleset(int id) => AddStep($"import test map for ruleset {id}",
() => manager.Import(createTestBeatmapSet(getImportId(), rulesets.AvailableRulesets.Where(r => r.ID == id).ToArray())));
private static int importId;
private int getImportId() => ++importId;

View File

@ -597,11 +597,17 @@ namespace osu.Game.Screens.Select
{
bindBindables();
// As a selection was already obtained, do not attempt to update the selected beatmap.
if (Carousel.SelectedBeatmapSet != null)
return;
// Attempt to select the current beatmap on the carousel, if it is valid to be selected.
if (!Beatmap.IsDefault && Beatmap.Value.BeatmapSetInfo?.DeletePending == false && Beatmap.Value.BeatmapSetInfo?.Protected == false
&& Carousel.SelectBeatmap(Beatmap.Value.BeatmapInfo, false))
return;
if (Carousel.SelectedBeatmapSet == null && !Carousel.SelectNextRandom())
// If the current active beatmap could not be selected, select a new random beatmap.
if (!Carousel.SelectNextRandom())
{
// in the case random selection failed, we want to trigger selectionChanged
// to show the dummy beatmap (we have nothing else to display).