Closes https://github.com/ppy/osu/issues/28750.
Yes this is not the perfect change to fix this (which would probably be
some framework change to take bounds of the parenting input manager into
account). I really do not want to go there and would like to just fix
this locally and move on. Due to the game-wide scaling container this
sorta works for any resolution anyhow.
Closes https://github.com/ppy/osu/issues/28741.
Regressed in a7b066f3ee.
The intent of the original change there was to ensure that addition
banks being set will put the ternary state toggles in indeterminate
state (to at least provide a visual indication that the selection does
not use a single bank). This would previously not be the case due to
the use of `.All()` in the original condition (a single object/node
was considered to have a bank enabled if and only if *all* samples
within it used it). However the attempt to fix that via switching
to `Any()` was not correct.
The logic used in the offending commit operates on extracted `Samples`
and `NodeSamples` from the selection, and would consider the ternary
toggle:
- fully off if none of the samples/node samples contained a sample with
the given bank,
- indeterminate if the some of the samples/node samples contained a
sample with the given bank,
- fully on if at least one sample from every samples/node samples
contained a sample with the given bank.
This is a *two-tiered* process, as in first a *binary* on/off state is
extracted from each object's samples/node samples, and *then* a ternary
state is extracted from all objects/nodes. This is insufficient to
express the *desired* behaviour, which is that the toggle should be:
- fully off if *none of the individual samples in the selection* use
the given bank,
- indeterminate if *at least one individual sample in the selection*
uses the given bank,
- fully on if *all individual samples in the selection* use the given
bank.
The second wording is flattened, and no longer tries to consider "nodes"
or "objects", it just looks at all of the samples in the selection
without concern as to whether they're from separate objects/nodes
or not.
To explain why this discrepancy caused the bug, consider a single object
with a `soft` normal bank and `drum` addition bank. Selecting the object
would cause a ternary button state update; as per the incorrect logic,
there were two samples on the object and each had its own separate
banks, so two ternary toggles would have their state set to `True`
(rather than the correct `Indeterminate`), thus triggering a bindable
feedback loop that would cause one of these banks to win and actually
overwrite the other.
Note that the addition indeterminate state computation *still* needs
to do the two-tiered process, because there it actually makes sense (for
a selection to have an addition fully on rather than indeterminate,
*every* object/node *must* contain that addition).
- Actually shows scores rather than playlist aggregates (which are
useful... in playlists, where there is more than one item)
- Actually allows scores to be shown by clicking on them
- Doesn't completely break down visually on smaller window sizes
The general appearance is not as polished as the old one in details but
I wanted something quick that we can get out by next weekend.
Also includes the naive method of refetching scores once a new top 50
score is detected. I can add a stagger if required.
At this point its primary usage is the daily challenge event feed, but
the leaderboard will be using this too shortly.
Because the playlists results screen that exists in `master` is
hard-coupled to showing the *local user's* best result on a given
playlist by way of hard-coupling itself to the relevant API request,
allowing show of *arbitrary* score by ID requires a whole bunch of
subclassery as things stand. Oh well.
Class naming is... best effort, due to the above.
I thought this was already being handled, but it turns out that changing
sort mode (and potentially other operations) could break the depth of
display of panels due to pooling and what not.
This ensures consistency and also employs @bdach's suggestion of
reversing the depth above and below the current selection for a better
visual effect.
As discussed in https://github.com/ppy/osu/discussions/28599.
I think this feels better overall, and would like to apply the change
before other design changes to the carousel.
This is the secondary cause of https://github.com/ppy/osu/issues/28577,
because you could do the following:
- Have a break autogenerate itself
- Adjust either end of it to make it mark itself as manually-adjusted
- Remove all objects before or after said break
to end up in a state wherein there are no objects before or after a
break.
The direct fix is still correct because it is still technically possible
to end up in a state wherein a break is before or after all objects
(obvious one is manual `.osu` editing), but this behaviour is also
undesirable for the autogeneration logic.
Regressed in https://github.com/ppy/osu/pull/28399.
To reproduce, enter a playlist that has an item with a rate-changing mod
(rather than create it yourself).
This is happening because `APIRuleset` has `CreateInstance()`
unimplemented:
b4cefe0cc2/osu.Game/Online/API/Requests/Responses/APIBeatmap.cs (L159)
and only triggers when the playlist items in question originate from
web.
This is why it is bad to have interface implementations throw outside of
maybe mock implementations for tests. `CreateInstance()` is a scourge
elsewhere in general, we need way less of it in the codebase (because
while convenient, it's also problematic to implement in online contexts,
and also expensive because reflection).