The online ID will be reset unconditionally after any local change is
made to any beatmap. That behaviour no longer depends on online lookups
succeeding or failing.
This may change at a later date when beatmap submission is integrated
into lazer - the idea is that online IDs would get re-populated on local
beatmaps once they are submitted to web.
This test scene passes at e58e1151f3 and
fails at current master, due to an inadvertent regression caused by
e72f103c17.
As it turns out, the online lookup flow that was causing UI thread
freezes when saving beatmaps in the editor, was also responsible for
resetting the online ID of locally-modified beatmaps if online lookup
failed.
this makes it easier to edit hitsounds in the stable editor after export because the sample control point effects wont get overwritten by the properties of the hitobject
The `SelectedMods.BindValueChanged()` callback in `ModSelectOverlay` can
in some instances run recursively. This is most heavily leaned on in
scenarios where `SelectedMods` is updated by an external component. In
such cases, the mod select overlay needs to replace the mod instances
received externally with mod instances which it owns, so that the changes
made on the overlay can propagate outwards.
This in particular means that prior to this commit, it was possible to
encounter the following scenario:
modSettingChangeTracker?.Dispose();
updateFromExternalSelection(); // mutates SelectedMods to perform the replacement
// therefore causing a recursive call
modSettingChangeTracker?.Dispose();
// inner call continues
modSettingChangeTracker = new ModSettingChangeTracker(SelectedMods.Value);
// outer call continues
modSettingChangeTracker = new ModSettingChangeTracker(SelectedMods.Value);
This leaks one `modSettingChangeTracker` instance from the inner call,
which is never disposed.
To avoid this, move the disposal to the same side of the recursion that
the creation happens on, changing the call pattern to:
updateFromExternalSelection(); // mutates SelectedMods to perform the replacement
// therefore causing a recursive call
modSettingChangeTracker?.Dispose();
// inner call continues
modSettingChangeTracker = new ModSettingChangeTracker(SelectedMods.Value);
modSettingChangeTracker?.Dispose();
// outer call continues
modSettingChangeTracker = new ModSettingChangeTracker(SelectedMods.Value);
which, while slightly wasteful, does not cause any leaks.
The solution is definitely suboptimal, but addressing this properly
would entail a major rewrite of the mod instance management in the mods
overlay, which is probably not the wisest move to make right now.