Fixes a bug that allowed for selecting the same mod twice in multiplayer
if the playlist entry has non-default settings for a required mod.
This happens due to a strict equality mod check in the mod set
compatibility check function, which only considers mods duplicates if
their settings are exactly the same. Replacing with a more lenient
`Type` check fixes this.
Adds a regression test for this behavior
Fixes https://github.com/ppy/osu/issues/37625.
---------
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
## [Rewrite `BackgroundMusicManager` to not run into framework
breakage](https://github.com/ppy/osu/commit/622216d8911832c39fa4e126b2810e4e0f46cbf7)
The attempted proper fix to this was
https://github.com/ppy/osu-framework/pull/6727. Unfortunately when
presented with [the framework
bump](https://github.com/ppy/osu/pull/37217) with that change, CI says
"you're stupid" and fails on some disposal idiocy that of course is
undebuggable and irreproducible:
The active test run was aborted. Reason: Test host process crashed :
Unhandled exception. System.AggregateException: One or more errors
occurred. (Object reference not set to an instance of an object.)
---> System.NullReferenceException: Object reference not set to an
instance of an object.
at osu.Framework.Audio.Sample.SampleChannelBass.Dispose(Boolean
disposing)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext
executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
at System.Threading.ExecutionContext.RunInternal(ExecutionContext
executionContext, ContextCallback callback, Object state)
at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task&
currentTaskSlot, Thread threadPoolThread)
--- End of inner exception stack trace ---
at osu.Framework.Audio.AudioCollectionManager`1.UpdateChildren()
at osu.Framework.Audio.AudioCollectionManager`1.UpdateChildren()
at osu.Framework.Audio.AudioCollectionManager`1.UpdateChildren()
at osu.Framework.Audio.AudioCollectionManager`1.UpdateChildren()
at osu.Framework.Threading.AudioThread.OnExit()
at osu.Framework.Threading.GameThread.setExitState(GameThreadState
exitState)
at osu.Framework.Threading.GameThread.RunSingleFrame()
at osu.Framework.Threading.GameThread.<createThread>g__runWork|70_0()
at System.Threading.ExecutionContext.RunInternal(ExecutionContext
executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
at System.Threading.ExecutionContext.RunInternal(ExecutionContext
executionContext, ContextCallback callback, Object state)
(https://github.com/ppy/osu/actions/runs/24019928154/job/70046733058?pr=37217#step:5:119)
I no longer have the energy for any of this shit.
@nekodex would appreciate if you could check that I actually haven't
broken anything with the bgm here. Seems okay to me in test scenes at
least.
## [Apply lowest-effort maybe-fixing changes to a bunch of flaking
tests](https://github.com/ppy/osu/commit/7bd3ca4adfcce5b90add11565a13f3fe9177ad5e)
None of the failures are reproducible locally, of course. I'm tired of
this. If anyone else wants to subject themselves to actually
investigating any of these, by all means, godspeed and good luck.
- Last part of / closes
https://github.com/ppy/osu-server-spectator/issues/406.
- Remaining work on slots will be tracked in
https://github.com/ppy/osu-server-spectator/issues/405.
This PR is a corollary of
https://github.com/ppy/osu-server-spectator/pull/453 and all of the
dispensations referee users in a multiplayer have received therein. The
goal here is to allow access to all relevant room management functions
even if the referee in question isn't host, as well as to disallow
access to all non-relevant functions to do with the actual match
gameplay.
I'm not going to lie, this logic *is* ugly. I would argue that it
already *was* ugly on `master` and my goal was to operate with as light
a touch as possible myself. But you could see this as copping out and
that I should try to refactor some of this. I will try - but only after
someone else's seen the initial approach and deemed it unsuitable.
The logic in `MatchStartControl` is awful - there are so many moving
pieces of state that dictate what can happen when with all the buttons,
and yes, I am making it worse here.
This time there is some test coverage. Not everything is covered, but
the coverage should be on par in all components and pieces of relevant
logic I touched that already had tests covering them. On that note,
please forgive the diffstat size, but the tests *are* most of that size.
---------
Co-authored-by: Dean Herbert <pe@ppy.sh>
Intended to add toggle but forgot.
This also fixes https://github.com/ppy/osu/issues/37012 via a convoluted
refactor of a lot of stuff. The basic overview is:
- Moved all replay overlay concerns out of `HUDOverlay`. We can display
this above everything confidently (i think).
- Split out `ReplayOverlay` and `ReplaySettingsOverlay` so the base
class can handle the visibility, hotkeys and everything that should be
shared with *all* replay overlay components going forward. `Ctrl+H` is
supposed to hide any of these kinds of details, and I'm sure we'll add
more in the future.
- Reorganised some things in `Player` so the new structure would work.
Mainly the overlays which add a black layer during fade out.
https://github.com/user-attachments/assets/042311f1-b8c3-479b-a173-13b93fe2c5cc
- `/roll` command is now supported in multiplayer chat for all players
(don't need to be a referee).
- Referees are shown in the room with a special status.
- Tournament mode rooms can be locked, which prevents users from
changing team (and slot, whenever those get brought back). When the room
is locked, the user team indicator shows a padlock icon on top to
indicate the lock state.
---
- Related: https://github.com/ppy/osu-server-spectator/issues/406
Grab-bag because I really don't think splitting this into 3 PRs is very
helpful.
I was going to add an animation for rolling but I had a go on Friday and
my attempt got more or less the same reception as a wet fart so I'm not
trying again. Someone else can if so inclined. I have completely lost
trust in my design senses.
Contrary to stable the roll results are completely ephemeral and go away
when the room is re-entered. This could be both considered good and bad.
Not for me to say.
Part of the screen footer refactor.
Once footer content is being managed by `OsuScreen`, the current tests
which simply create the tested overlay and `ScreenFooter` in a container
will no longer work.
This PR refactors them to use `ScreenTestScene` with the setup being
creating a dedicated testing `OsuScreen` which does the bare minimum to
create the tested overlay and necessary components (eg.
`FooterButtonFreeModsV2` for `TestSceneFreeModsOverlay`).
Most of the changes here can be described as
`%s/<...>Overlay/screen.Overlay/g`, with some minor touchups as
necessary, given that we're now testing a more complete flow which
checks more things that were previously not handled by the tests.
## [Move footer to front in
ScreenTestScene](https://github.com/ppy/osu/commit/f8740e0403b3c0badd60d394c737f2aa912a9ed6)
Self-explanatory. Without it the footer would show below the actual
overlay, breaking tests depending on manual input. For the sake of tests
not breaking in CI, both #36718 and this have this included - would
prefer the former to be merged first since it was already reviewed
there.
## `TestSceneModSelectOverlay`
There were a few tests (`TestColumnHidingOnIsValidChange`,
`TestColumnHidingOnTextFilterChange`, and
`TestHidingOverlayClearsTextSearch`) that would create a custom overlay
instance instead of the globally provided one. I've tested both and the
tests run fine with the default overlay, so they're now using that
instead.
## `TestSceneFreeModSelectOverlay`
Updated to use footer v2.
---------
Co-authored-by: Dean Herbert <pe@ppy.sh>
At some point during the leaderboard data refactor, this test scene
became completely unusable. This change rewrites it to use
`SoloGameplayLeaderboardProvider` to be able to witness the user score
being resorted and advancing through the leaderboard.