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Commit Graph

36037 Commits

Author SHA1 Message Date
Salman Ahmed
88abee705b Add missing event mapping for user beatmap availability change 2021-01-18 10:49:02 +03:00
Salman Ahmed
38588ab96b Merge branch 'multiplayer-beatmap-tracker' into ready-button-clean-up 2021-01-18 10:00:31 +03:00
Salman Ahmed
b6a37c1c15 Make TriggerSuccess(filename) protected and expose in test instead 2021-01-17 22:10:30 +03:00
Salman Ahmed
ccef50e2a2 Log important message if user imported bad-checksum beatmap 2021-01-17 22:10:30 +03:00
Salman Ahmed
0425a659a8 Add null-permissive operator to manager back 2021-01-17 21:19:55 +03:00
Salman Ahmed
d93a853dfd Enforce float type in the download progress path instead 2021-01-17 21:16:48 +03:00
Salman Ahmed
172552d551 Use TaskCompletionSource for better awaiting 2021-01-17 21:02:33 +03:00
Salman Ahmed
63c0dc9bd9 Update ready button test scene with new logic 2021-01-17 01:11:03 +03:00
Salman Ahmed
59ae50b0e5 Clean up ready button logic into using MultiplayerBeatmapTracker 2021-01-17 01:11:03 +03:00
Salman Ahmed
80f7db8db3 Add test coverage for the new multiplayer beatmap tracker 2021-01-17 00:12:14 +03:00
Salman Ahmed
f0602243bf Add beatmapset file containing the eaxct beatmap in TestBeatmap solely 2021-01-17 00:12:14 +03:00
Salman Ahmed
adb2605d5d Enforce double type in the download progress path
Wasn't sure where to exactly put this, or whether to split it, but it's very small change to worry about, so I guess it's fine being here
2021-01-17 00:12:14 +03:00
Salman Ahmed
23c7afa573 Expose method for setting progress of archive download request 2021-01-17 00:05:51 +03:00
Salman Ahmed
4778686dc4 Expose method for triggering filename-backed success in APIDownloadRequest
Exactly like in `APIRequest<T>`
2021-01-17 00:01:11 +03:00
Salman Ahmed
96feaa027d Make ArchiveModelManager import method overridable (for testing purposes) 2021-01-17 00:01:11 +03:00
Salman Ahmed
cf23781036 Cache beatmap tracker and bind to selected item in RoomSubScreen 2021-01-17 00:01:11 +03:00
Salman Ahmed
da9c23f347 Add beatmap availability tracker component for multiplayer 2021-01-17 00:01:11 +03:00
Salman Ahmed
7ad8b167cc Add overridable method for checking local availability of current model 2021-01-17 00:01:11 +03:00
Salman Ahmed
04d17aadfa Add overridable method for verifying models in database 2021-01-17 00:01:11 +03:00
Salman Ahmed
d9034eab26 Make model manager in DownloadTrackingComposite protected 2021-01-16 22:54:54 +03:00
Bartłomiej Dach
eb40d3a5ba
Merge pull request #11501 from peppy/fix-spinner-test-not-playing-samples 2021-01-15 20:25:57 +01:00
Bartłomiej Dach
27db01b533
Merge branch 'master' into fix-spinner-test-not-playing-samples 2021-01-15 19:52:54 +01:00
Dan Balasescu
778efc5108
Merge pull request #11498 from peppy/fix-editor-timeline-scroll-snapping
Fix editor timeline not snapping on non-precise wheel scroll
2021-01-15 18:16:04 +09:00
Dean Herbert
6adb6b6700 Fix spinner tests not playing spinning sound due to empty hitsamples 2021-01-15 17:13:52 +09:00
Dean Herbert
88a27124c0 Make long spinner test longer and fix step name 2021-01-15 17:13:27 +09:00
Dean Herbert
ed78be825f Fix editor timeline not snapping on non-precise wheel scroll
For wheel input with precision, we still prefer exact tracking for now.
May change this in the future based on feedback from mappers, but it
makes little sense to do non-snapped scrolling when input is coming from
a non-precise source.
2021-01-15 15:47:42 +09:00
Dan Balasescu
40f020c683
Merge pull request #11494 from peppy/fix-beatmap-carousel-incorrect-sample
Fix the beatmap carousel playing the difficulty change sample on beatmap change
2021-01-15 14:47:00 +09:00
Dean Herbert
9f77bb07c3
Merge pull request #11464 from peppy/fix-is-connected-thread-safety
Fix non-threadsafe usage of MultiplayerClient.IsConnected
2021-01-15 14:10:02 +09:00
Dean Herbert
0a65ae8f1e Fix the beatmap carousel playing the difficulty change sample on beatmap change 2021-01-15 14:07:24 +09:00
Dan Balasescu
67b5ebadf5
Merge branch 'master' into fix-is-connected-thread-safety 2021-01-15 12:56:21 +09:00
Dan Balasescu
abfc5f24a3
Merge pull request #11462 from peppy/fix-participants-list
Revert polling changes to fix participant list display
2021-01-14 22:07:03 +09:00
Dan Balasescu
3e8732a59f
Merge branch 'master' into fix-participants-list 2021-01-14 21:30:53 +09:00
Dan Balasescu
ef6245813b
Merge pull request #11483 from peppy/fix-difficulty-calculation-deadlock
Fix deadlock scenario when calculating fallback difficulty
2021-01-14 21:30:25 +09:00
Dan Balasescu
063acefd5c
Merge branch 'master' into fix-difficulty-calculation-deadlock 2021-01-14 20:32:43 +09:00
Dean Herbert
862cb1412c
Merge pull request #11410 from frenzibyte/user-beatmap-downloading-states
Add change state methods for multiplayer user beatmap availability
2021-01-14 18:42:26 +09:00
Dean Herbert
8a0b975d71 Fix deadlock scenario when calculating fallback difficulty
The previous code would run a calcaulation for the beatmap's own ruleset
if the current one failed. While this does make sense, with the current
way we use this component (and the implementation flow) it is quite unsafe.

The to the call on `.Result` in the `catch` block, this would 100%
deadlock due to the thread concurrency of the `ThreadedTaskScheduler`
being 1. Even if the nested run could be run inline (it should be), the
task scheduler won't even get to the point of checking whether this is
feasible due to it being saturated by the already running task.

I'm not sure if we still need this fallback lookup logic. After removing
it, it's feasible that 0 stars will be returned during the scenario that
previously caused a deadlock, but I don't necessarily think this is
incorrect. There may be another reason for this needing to exist which
I'm not aware of (diffcalc?) but if that's the case we may want to move
the try-catch handling to the point of usage.

To reproduce the deadlock scenario with 100% success (the repro
instructions in the linked issue aren't that simple and require some
patience and good timing), the main portion of the lookup can be changed
to randomly trigger a nested lookup:

```
if (RNG.NextSingle() > 0.5f)
    return GetAsync(new
DifficultyCacheLookup(key.Beatmap, key.Beatmap.Ruleset,
key.OrderedMods)).Result;
else
    return new StarDifficulty(attributes);
```

After switching beatmap once or twice, pausing debug and viewing the
state of threads should show exactly what is going on.
2021-01-14 18:25:34 +09:00
Dean Herbert
6eca8eac65
Merge pull request #11479 from smoogipoo/fix-judgement-1-frame-issue
Fix default judgement text mispositioned for one frame
2021-01-14 13:14:50 +09:00
smoogipoo
d5878db615 Fix default judgement text mispositioned for one frame 2021-01-14 12:33:33 +09:00
Dan Balasescu
98858d2a9a
Merge pull request #11476 from bdach/revert-low-ar-buff
Revert overlooked AR<8 speed buff
2021-01-14 11:13:37 +09:00
Salman Ahmed
95acc457aa Fix stupid mistake
fuck.
2021-01-13 22:35:21 +03:00
Salman Ahmed
560b1e970c
Merge branch 'master' into user-beatmap-downloading-states 2021-01-13 22:31:31 +03:00
Bartłomiej Dach
398f8762b1
Merge pull request #11474 from frenzibyte/rename-downloaded-state
Rename download state `Downloaded` to `Importing`
2021-01-13 20:31:03 +01:00
Bartłomiej Dach
1ba586a683 Revert overlooked AR<8 speed buff
Pull request #11107 introduced changes in osu! performance calculation,
related to a scaling coefficient applied to the speed and aim skills.
The coefficient in question was dependent on the approach rate of
a map. During a post-merge review of that PR, it was spotted that
the scaling coefficient for speed also had a 10x buff applied for AR<8,
which could reach magnitudes as large as 80% on AR0, which seems quite
exorbitant. This change was not discussed or mentioned anywhere in the
review process.

Revert back to the old multiplier of 0.01 rather than 0.1 for AR<8. The
negative slope through AR0 to 8 is retained in its previous form.
2021-01-13 17:59:29 +01:00
Salman Ahmed
1f12b2bd09 Rename download state Downloaded to Importing 2021-01-13 18:04:53 +03:00
Dean Herbert
10fd4cf7c9
Merge pull request #11467 from bdach/fix-multiplayer-non-host-crash
Fix non-hosts crashing on load requested
2021-01-13 11:38:59 +09:00
Bartłomiej Dach
2d3cacca11 Fix non-hosts crashing on load requested
`onLoadRequested()` always released the `readyClickOperation` ongoing
operation, without checking whether it actually needs to/should (it
should only do so if the action initiating the operation was starting
the game by the host). This would crash all other consumers, who already
released the operation when their ready-up operation completed server
side.

To resolve, relax the constraint such that the operation can be ended
multiple times in any order. At the end of the day the thing that
matters is that the operation is done and the ready button is unblocked.
2021-01-13 00:58:53 +01:00
Bartłomiej Dach
becd52b5d2
Merge pull request #11465 from smoogipoo/fix-taiko-conversion-2 2021-01-12 20:43:37 +01:00
Dean Herbert
7298adc9d9 Fix non-threadsafe usage of MultiplayerClient.IsConnected 2021-01-12 19:04:16 +09:00
Dean Herbert
b51b07c3a9 Fix unstable multiplayer room ordering when selection is made 2021-01-12 18:05:29 +09:00
smoogipoo
9a22df2b88 Fix BPM multiplier not working in all cases 2021-01-12 17:50:22 +09:00