Closes https://github.com/ppy/osu/issues/29832.
The underlying reason for the incorrect sample playback was an equality
comparer failure.
Samples are contained in several pools which are managed by the
playfield. In particular, the pools are keyed by `ISampleInfo`
instances. This means that for correct operation, `ISampleInfo` has to
implement `IEquatable<ISampleInfo>` and also provide an appropriately
correct `GetHashCode()` implementation. Different audible samples must
not compare equal to each other when represented by `ISampleInfo`.
As it turns out, `VolumeAwareHitSampleInfo` failed on this, due to not
overriding equality members. Therefore, a `new
HitSampleInfo(HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_NORMAL,
volume: 70)` was allowed to compare equal to a
`VolumeAwareHitSampleInfo` wrapping it, *even though they correspond to
completely different sounds and go through entirely different lookup
path sequences*.
Therefore, to fix, provide more proper equality implementations for
`VolumeAwareHitSampleInfo`.
When testing note that this issue *only occurs immediately after
placing an object*. Saving and re-entering editor makes this issue go
away. I haven't looked too long into why, but the general gist of it is
ordering; it appears that a `normal-hitnormal` pool exists at point
of query of a new object placement, but does not seem to exist when
entering editor afresh. That said I'm not sure that ordering aspect of
this bug matters much if at all, since the two `IHitSampleInfo`s should
never be allowed to alias with each other at all wrt equality.
@peppy noticed recently that attempting to spectate just a few users was
very likely to end up in requests very quickly being rejected with code
429 ("Too Many Requests").
I'm somewhat certain that the reason for that is that a significant
number of players is wont to retry a lot in quick succession. That means
that spectator server is going to note a lot of gameplay start and end
messages in quick succession, too. And as it turns out, every gameplay
start would end up triggering a new beatmap set fetch request:
ccf1acce56/osu.Game/Screens/Spectate/SpectatorScreen.cs (L131-L134)ccf1acce56/osu.Game/Screens/Play/SoloSpectatorScreen.cs (L168-L172)ccf1acce56/osu.Game/Screens/Play/SoloSpectatorScreen.cs (L243-L256)
To attempt to curtail that, use the beatmap cache instead, which should
prevent these unnecessary requests from firing in the first place,
therefore reducing the chance of the client getting throttled.
This technically means that a different endpoint is used to fetch the
data (`GET /beatmaps/?ids[]=` rather than `GET
/beatmapsets/lookup?beatmap_id={id}`), but docs claim that both should
return the same data, and it looks to work fine in practice.
Compare: https://github.com/ppy/osu/pull/24548.
I don't have a reproduction scenario (judging from the stack trace
of the crash it's likely to be nigh-impossible to concoct a reliable
one), but there is some circumstantial evidence that this might help,
namely that that previous fix above worked, and the pathway that's
failing here is similarly async to the one that pull fixed. So I'm just
gonna start with that and hope that it does the job.
RFC. Closes https://github.com/ppy/osu/issues/18169.
Implements the given proposal of keeping the current stable order but
adding a shuffle facility to the now playing overlay, and enabling it by
default.
There are more changes I want to make here but I'd like this to get
discussion first, because I am likely to continue putting this sort of
selection logic into `MusicController` and I just want to confirm nobody
is going to have a problem with that.
In particular this is not sharing the randomisation implementation with
beatmap carousel because it doesn't generalise nicely (song select cares
about the particular *beatmap difficulties* selected to rewind properly,
while the music controller only cares about picking a *beatmap set*).
These aren't used in many places, but we've since moved away from
opacity in UI elements like this, so let's just nuke it here for
legibility.
Addresses https://github.com/ppy/osu/discussions/29906.
People keep asking why https://github.com/ppy/osu/pull/29553 didn't fix
their databases (as stated in the PR, it didn't intend to), so this
should do it for them.
Closes https://github.com/ppy/osu/issues/29738.
This "regressed" in https://github.com/ppy/osu/pull/29639, but if I
didn't know better, I'd go as far as saying that this looks like a .NET
bug, because the fact that PR broke it looks not sane.
The TL;DR on this is that before the pull in question, the offending
`.Contains()` check that this commit modifies was called on a
`List<BeatmapSetInfo>`. The pull changed the collection type to
`BeatmapSetInfo[]`. That said, the call is a LINQ call, so all good,
right?
Not really. First off, the default overload resolution order means that
the previous code would call `List<T>.Contains()`, and not
`Enumerable.Contains<T>()`. Then again, why would that matter? In both
cases `T` is still `BeatmapSetInfo`, right? Well... about that...
It is difficult to tell for sure what precisely is happening here,
because of what looks like runtime magic. The end *symptom* is that the
old code ended up calling `Array<BeatmapSetInfo>.IndexOf()`, and the new
code ends up calling... `Array<object>.IndexOf()`.
So while yes, `BeatmapSetInfo` implements `IEquatable` and
the expectation would be that `Equals<BeatmapSetInfo>()` should be
getting called, the type elision to `object` means that we're back to
reference equality semantics, because that's what
`EqualityComparer.Default<object>` is.
A five-minute github search across dotnet/runtime yields this:
c4792a228e/src/coreclr/vm/array.cpp (L984-L990)
Now again, if I didn't know better, I'd see that "OPTIMIZATION:"
comment, see what transpired in this scenario, and call that
optimisation invalid, because it changes semantics. But I *probably*
know that the dotnet team knows better and am probably just going to
take it for what it is, because blame on that code looks to be years
old and it's probably not a new behaviour. (I haven't tested empirically
if it is.)
Instead the fix is just to tell the `.Contains()` method to use the
correct comparer.
As reported (very poorly) in
https://github.com/ppy/osu/pull/28991#issuecomment-2331854970.
I believe this is a total edge case and is mostly visible on dev due to
some beatmaps existing on `osu.ppy.sh` and not on `dev.ppy.sh`, but I
tend to agree in general that these types of failures should not be
firing very loud error notifications; logging to network and disabling
the button with a tooltip adjustment should be enough.
This is an interesting scenario where we arrive at a fresh
`BeatmapOffsetControl` but with a reference score (from the last play).
Our best assumption here is that the beatmap's offset hasn't changed
since the last play, so we want to use it for the `lastPlayBeatmapOffset`.
But due to unfortunate order of execution, `Current.Value` was not yet
initialised.
It didn't ever really make sense for it to be sharing the implementation
details of that (e.g. colouring of primary/dangerous actions), and with
the hotkey display things got outright hacky, so I'm decoupling it
entirely.
This reverts commit 582ffcfc97.
Revert "Mod customisation header's color is now based on the state of the panel rather than the hover of the container."
This reverts commit e3457d8501.
analysis container creates settings and the settings items are created more nicely
also removed use of localized strings because that can be done separately
The explicit detach call was removed from `updateBeatmapSet`, causing
this to occur. We could optionally add it back (it will be a noop in all
cases though).
Noticed in passing.
```
Exit code is 134 (Unhandled exception. System.NullReferenceException:
Object reference not set to an instance of an object.
at osu.Game.OsuGameBase.onExceptionThrown(Exception ex) in
/Users/dean/Projects/osu/osu.Game/OsuGameBase.cs:line 695
at osu.Framework.Platform.GameHost.abortExecutionFromException(Object
sender, Exception exception, Boolean isTerminating)
at osu.Framework.Platform.GameHost.unobservedExceptionHandler(Object
sender, UnobservedTaskExceptionEventArgs args)
at System.Threading.Tasks.TaskExceptionHolder.Finalize())
```
These used to work because there was a huge blocking load operation,
which is now more asynchronous.
Note that the change made in `SongSelect` is not required, but defensive
(feels it should have been doing this the whole time).
The only exception to the rule here was "when screen isn't active apply
without debounce" but I'm not sure we want this. It would cause a
stutter on returning to song select and I'm not even sure this is a
common scenario.
I'd rather remove it and see if someone finds an actual case where this
is an issue.
This reverts a portion of https://github.com/ppy/osu/pull/9539.
The rearrangement in `SongSelect` is required to get the initial filter
into `BeatmapCarousel` (and avoid the `FilterChanged` event firing,
causing a delayed/scheduled filter application).
I've been meaning to make the progress bar synchronise with the beat
rather than a continuous countdown, just to give the overlay a bit more
of a rhythmic feel.
Not completely happy with how this feels but I think it's a start?
I had to refactor how the break overlay works in the process. It no
longer creates transforms for all breaks ahead-of-time, which could be
argued as a better way of doing things. It's more dynamically able to
handle breaks now (maybe useful for the future, who knows).
I didn't really want to move the cursor in front of the HUD, but we face
a bit of an impossible scenario otherwise (it should definitely be in
front of the break overlay for visibility).
So I'll deal with it for now.
In testing I can't find a reason for this to exist. Blaming back shows
that it existed before we had `AllowTrackControl` and was likely being
used as a stop-gap measure to achieve the same thing. It's existed since
over 6 years ago.
Let's give removing it a try to fix some usability concerns?
Closes https://github.com/ppy/osu/issues/29563.