This bypasses the immediate first issue of not being able to display
multiple instances of a beatmap on the carousel because of model
equality being baked into the structure. It inevitably poses a bunch of
*other* problems, but it's a start.
Previously CompositeDrawable.CheckChildrenLife() would be run before lifetimeManager.Update() which lead to the new drawables being inserted into the container but not being made alive immediately, leading to the drawable not becoming visibile until the next update loop.
This stems from me looking into `TestSceneFailAnimation` failures
(https://github.com/ppy/osu/runs/48663953318). As it turns out, I should
not have been mad by CI, and rather should have been mad at myself for
failing to read.
`FailedAtJudgement` in fact does not mean "this judgement, and only this
judgement, triggered failure". If any further judgements occur
post-fail, they will also have `FailedAtJudgement` set to true. It is
essentially a *dump* of the state of `HealthProcessor.Failed` prior to
applying the judgement.
https://github.com/ppy/osu/blob/ec21685c2531af3b243f7f0833ffbb340bf3c044/osu.Game/Rulesets/Scoring/HealthProcessor.cs#L49-L57
Because of this, reverting several judgements which occur post-fail
could lead to failed state reverting earlier than intended, and thus
potentially trigger a second fail, thus tripping the `Player` assertion.
The `BeatmapDifficultyCache` handles mod changes, so handling locally is
unnecessary. By handling locally, it creates a visual issue when
adjusting mods often. Test using Ctrl +/- at song select and observing
that without this change, the star rating will flicker back to the
default due to the local re-fetch.
Due to `Perform` being used from a BDL method in conjunction with
`Success` (which is scheduled to the *update* thread), there was a
chance that the order of execution would be not quite as intended.
To rectify, let's not use `Success` and just continue with synchronous
flow.
Note that this does not handle sizing/scaling changes applied directly
to `Playfield`, but it handles any changes within the layers inside
`PlayfieldAdjustmentContainer`.