Without this change, there would be a couple of pixels between each list
item where nothing would be hovered. This is a pretty annoying UX which
we should be avoiding we possible.
Also removes the necessity of scheduling as it actually never worked as
intended, `Scheduler` will still update even when the chat line is
masked away, and the animation will never be held anyways.
The new duration of the animation should be enough for long scrolls
either way.
In the case a message arrives and the chat overlay is hidden, clicking
on the mention notification will not work as the `HighlightedMessage`
bindable callback will execute before the scheduled `newMessagesArrived`
logic (which was hanging since the message arrived until the chat
overlay became open because of the notification).
Simplify things by always scheduling the `HighlightedMessage` bindable
callback.
As seen by this kind of crash, having the `.ToMod` method throw can be
very problematic and also hidden (as it is used inside of models in
places where exceptions are not expected to occur).
Given there are tens of usages of this method, returning a placeholder
mod seems like a better idea than outright throwing.
```
An unhandled has occurred.
System.InvalidOperationException:
There is no mod in the ruleset (osu) matching the acronym AS.
at osu.Game.Online.API.APIMod.ToMod(Ruleset ruleset) in /Users/dean/Projects/osu/osu.Game/Online/API/APIMod.cs:line 54
at osu.Game.Scoring.ScoreInfo.<get_Mods>b__117_0(APIMod m) in /Users/dean/Projects/osu/osu.Game/Scoring/ScoreInfo.cs:line 193
at System.Linq.Enumerable.SelectArrayIterator`2.ToArray()
at osu.Game.Scoring.ScoreInfo.get_Mods() in /Users/dean/Projects/osu/osu.Game/Scoring/ScoreInfo.cs:line 193
at osu.Game.Screens.Select.Leaderboards.BeatmapLeaderboard.<>c.<subscribeToLocalScores>b__40_2(ScoreInfo s) in /Users/dean/Projects/osu/osu.Game/Screens/Select/Leaderboards/BeatmapLeaderboard.cs:line 199
at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
at osu.Game.Database.RealmObjectExtensions.Detach[T](IEnumerable`1 items) in /Users/dean/Projects/osu/osu.Game/Database/RealmObjectExtensions.cs:line 180
at osu.Game.Screens.Select.Leaderboards.BeatmapLeaderboard.<>c__DisplayClass40_0.<subscribeToLocalScores>g__localScoresChanged|1(IRealmCollection`1 sender, ChangeSet changes, Exception exception) in /Users/dean/Projects/osu/osu.Game/Screens/Select/Leaderboards/BeatmapLeaderboard.cs:line
209
at Realms.RealmCollectionBase`1.Realms.INotifiable<Realms.NotifiableObjectHandleBase.CollectionChangeSet>.NotifyCallbacks(Nullable`1 changes, Nullable`1 exception)
at Realms.NotifiableObjectHandleBase.NotifyObjectChanged(IntPtr managedHandle, IntPtr changes, IntPtr exception)
```
This is an issue as carousel panels manage their own animated state. If
they are marked as not-visible (done at a higher level, from filtering
or update pathways) but clicked while fading out, they will animate back
to a visible state but not be marked as visible.
No tests for this one as it's probably not worthwhile to test (and hard
to do so). Manual testing can be done with the following patch:
```diff
diff --git a/osu.Game/Screens/Select/BeatmapCarousel.cs
b/osu.Game/Screens/Select/BeatmapCarousel.cs
index c3d340ac61..3372242acc 100644
--- a/osu.Game/Screens/Select/BeatmapCarousel.cs
+++ b/osu.Game/Screens/Select/BeatmapCarousel.cs
@@ -255,7 +255,7 @@ private void
beatmapSetsChanged(IRealmCollection<BeatmapSetInfo> sender, ChangeS
}
foreach (int i in changes.NewModifiedIndices)
- UpdateBeatmapSet(sender[i].Detach());
+ Scheduler.AddDelayed(() =>
UpdateBeatmapSet(sender[i].Detach()), 100, true);
foreach (int i in changes.InsertedIndices)
UpdateBeatmapSet(sender[i].Detach());
```
- Enter gameplay and adjust beatmap offset then return to song select
and click the flashing panel.
OR
- Enter editor and save then return to song select and click the
flashing panel.
Closes https://github.com/ppy/osu/discussions/17171.
Adds components `ChannelListing` and `ChannelListing` item with visual
test. Essentially a more simplified version of the existing
`ChannelSelectionOverlay` component.
Correctly implements `IFilterable` behaviour to filter child channel
items. Channel joined state is based on the underlying `Joined` bindable
of the `Channel` class.
Channel join/leave events are exposed via `OnRequestJoin` and
`OnRequestLeave` events which should be handled by parent component.
Requires a cached `OverlayColourScheme` instance to be provided by the
parent overlay component when added.
This wasn't being used by osu-web, and included far too much unnecessary
data. Of note, `pp` and `ruleset_id` are also not strictly required, but
there's no harm in sending them so I've left them be for now.
`currentChannel` gets instantiated once the chat overlay is open, while
`HighlightMessage` could be called while the chat overlay has never been
open.
This will all be rewritten with the new chat overlay design anyways, so
should be fine for now.
I kinda liked this flow, but from multiple reports from users it
definitely seems in the way. We can revisit after the new design is
applied to song select.
Note that this means the tooltips also don't display. If it is preferred
that they should (arguable from a UX perspective, since I'd expect to be
able to click at that point) then the issue can be addressed using a
slightly different path (a few more lines - nothing too complex).