I'm not sure why this was "fine" for as long as it apparently was,
but what `MusicController` was doing was completely incorrect and
playing with fire (accessing raw managed realm objects), which went
wrong somewhere around - admittedly -
https://github.com/ppy/osu/pull/29917, likely because that one started
*storing* these raw managed realm objects to fields, and you know what
will happen to those after you do a migration and recycle realms.
To attempt to circumvent this, (ab)use `DetachedBeatmapStore` instead.
Which does necessitate moving it to `OsuGameBase`, but it's the simplest
way out I can see. I guess the alternative would be to faff around with
`Live<T>` but it's ugly and I'm attempting to fix this relatively quick
right now.
- Closes https://github.com/ppy/osu/issues/29152
- Partially reverts https://github.com/ppy/osu/pull/29097
- Reopens https://github.com/ppy/osu/issues/26666
When testing I failed to predict that in multiplayer there can be a
different beatmap in the playlist queue. If this is the case,
`PresentScore()` will exit out to `Multiplayer`, whose `RoomSubScreen`
will update the selected item - and thus, the global beatmap - to the
next item in queue, at which point trying to play games with "not
touching the global beatmap bindable if we don't need to" fail to work,
because the bindable *must* be touched for correct operation, yet it
cannot (because `OnlinePlayScreen`s disable it).
I'm not sure what the fix is here:
- making replay player somehow independent of the global beatmap?
- not exiting out to multiplayer, but instead doing the present from the
results screen itself? if so, then how to ensure the screen stack
can't overflow to infinity?
so I'm just reverting the broken part. The daily challenge part is left
in because as is it should not cause issues.
Struck me as weird when reviewing https://github.com/ppy/osu/pull/29057.
Like sure, that PR adds the replay button, but it's a bit terrible that
clicking the button quits the daily challenge screen and you're back at
main menu when done watching...?
Also extended to cover playlists and multiplayer, which have the same
issue.
With this new order, the logo can be easily moved to display in front of the footer in `SongSelectV2` without breaking experience when footer-based overlays are present. Such overlays (i.e. mod select overlay) will also be dimmed alongside the current screen when a game-wide overlay is open (e.g. settings).
Of note, I've disabled IPC on visual test runners as we generally don't
use IPC in these cases. Having it set means that the game will not open
while visual tests are open, which has been a complaint from devs in the
past.