It's no longer possible to just assume that using the ambient
`WorkingBeatmap` is gonna work.
Bit dodgy but seems to work and also I'd hope that `WorkingBeatmapCache`
makes this not overly taxing. If there are concerns this can probably be
an async load or something.
Closes https://github.com/ppy/osu/issues/28791.
The reason why nudging was not changing hyperdash state in catch was
that `EditorBeatmap.Update()` was not being called on the objects that
were being modified, therefore postprocessing was not performed,
therefore hyperdash state was not being recomputed.
Looking at the usage sites of `EditorBeatmap.PerformOnSelection()`,
about two-thirds of callers called `Update()` themselves on the objects
they mutated, and the rest didn't. I'd say that's the failure of the
abstraction and it should be `PerformOnSelection()`'s responsibility to
call `Update()` there. Yes in some of the cases here this will cause
extraneous calls that weren't done before, but the method is already
heavily disclaimed as 'expensive', so I'd say usability should come
first.
Flushes are assumed to have already come from a definitive state change
(read: disconnection). Allowing the exceptions that come from failing
the flushed requests to trigger the `Failing` code paths makes
completely incorrect behaviour possible.
Because it'll fail anyway - there is either no username or no password.
The reason why this is important is that the block was also setting API
state to `Connecting`.
When API is in `RequiresSecondFactorAuth` state, `attemptConnect()` is
called over and over in a loop, with no sleeping, which means that the
scheduler accumulates hundreds of thousands of these delegates. Sure you
could add a sleep in there maybe, but it seems pretty wasteful to have
the `localUser.IsDefault` guard *inside* the schedule anyway, so this is
what I opted for.
The previous logic was very wrong, as the check would only occur on each
beat. But that's not how kiai sections work – they can be placed at any
timestamp, even if that doesn't align with a beat.
In addition, the rate limiting has been removed because it didn't exist
on stable and causes some fountains to be missed. Overlap scenarios are
already handled internally by the `StarFountain` class.
Closes https://github.com/ppy/osu/issues/31855.
Closes https://github.com/ppy/osu/issues/31915.
Reproduction of aforementioned issue requires 1280x720 resolution, which
should also be a good way to confirm that this does anything.
To me this is also equal-parts-bugfix, equal-parts-code-quality PR,
because tell me: what on earth was this code ever doing at
`ComposeBlueprintContainer` level? Nudging by one playfield-space-unit
doesn't even *make sense* in something like taiko or mania.
Closes https://github.com/ppy/osu/issues/31909.
Previously: https://github.com/ppy/osu/pull/30062.
Happening because of rounding errors - in this case the beat index
pre-flooring was something like a 0.003 off of a full beat, which would
get floored down rather than rounded up which created the discrepancy.
But also we don't want to round *too* far, which is why this
frankenstein solution has to exist I think. This is probably all
exacerbated by stable not handling decimal control point start times.
Would add tests if not for the fact that this is like extremely annoying
to test.