Intended to match the rest of the UI which is less rounded these days.
See inline comment for reason for not matching `FormControl` corner
radius just yet.
Closes https://github.com/ppy/osu/issues/35721.
I worry that straight up removing the nuke and not adding any channel
leave calls in exchange is going to leave tourney client users
with the *inverse* problem of being joined into a gorillion channels
from multiplayer matches they broadcasted, so this attempts to strike a
reasonable balance.
* Load all beatmaps in bulk for SubScreenBeatmapSelect
* Fix tests no longer working due to drawable changes
* Remove test that no longer makes sense
* Split matchmaking panel into subclasses for each panel type
* Adjust tests to match new structure
* Add `ConfigureAwait`
* Display loading spinner while beatmaps are being fetched
* Fix test failure
* Load playlist items directly in `LoadComplete`
* Convert `MatchmakingSelectPanel` card content classes into nested classes
* Wait for panels to be loaded before operating on them
* Add ConfigureAwait()
---------
Co-authored-by: Dan Balasescu <smoogipoo@smgi.me>
* Add failing test coverage for layered hit samples not playing in mania when beatmap is converted
Adding the `osu.Game.Rulesets.Osu` reference to the mania test project
is required so that `HitObjectSampleTest` base logic doesn't die on
https://github.com/ppy/osu/blob/f0aeeeea966f06add12cf2bca3dd48dac8573e82/osu.Game/Tests/Beatmaps/HitObjectSampleTest.cs#L88-L91
* Fix layered hit sounds not playing on converted beatmaps in mania
Compare
https://github.com/peppy/osu-stable-reference/blob/f9e58b4864a10f801393199e7652b2192c7342c3/osu!/GameplayElements/HitObjects/HitObject.cs#L476-L477.
In case of converted beatmaps, the last condition there
(`BeatmapManager.Current.PlayMode != PlayModes.OsuMania`) fails,
and thus layered hitsounds are allowed to play.
* Add failing test coverage for mania beatmap conversion assigning wrong samples to spinners
* Fix mania beatmap conversion assigning wrong samples to spinners
A spinner is never `IHasRepeats`. It was a dead condition, leading to
the hitobject generating fallback `NodeSamples`, which in particular
feature a silent tail which stable doesn't do.
Noticeably, stable also appears to force the head of the generated hold
note to have no addition sounds:
https://github.com/peppy/osu-stable-reference/blob/f9e58b4864a10f801393199e7652b2192c7342c3/osu!/GameplayElements/HitObjects/Mania/SpinnerMania.cs#L86-L89
* Add failing test coverage for file hit sample not falling back to plain samples if file missing
* Allow `FileHitSampleInfo` to fall back to standard samples if the file is not found (or not allowed to be looked up)
I'm honestly not 100% as to how closely this matches stable because I
reached the point wherein I'd rather not look at stable code anymore, so
as long as this passes tests I'm fine to wait for someone else to report
new breakage.
* Use alternative workaround for lack of osu! ruleset assembly in mania test project
* Fix encode stability test failures
Probably closes https://github.com/ppy/osu/issues/35650.
Realm slow, episode 23894. I can't reproduce freezes as big as the video
in the issue is showing but 'realm slow' is 99% the culprit, because
affected user's database is not small.
Because I just wasted 30 minutes trying to debug why a skin provided by
a user in an issue thread was failing to deserialise, only to realise
halfway through that the deserialisation error I was seeing was *from
the fallback path and thus a complete red herring*.
Closes https://github.com/ppy/osu/issues/35651.
The reproduction steps provided in the issue are too complex even. In my
testing all you need to do is go into editor, replace the background via
external editing, and exit out to song select; you'll immediately see
loss of selection on the carousel, the set panel still using the old
background, and eventually a crash when you attempt to re-select any of
the difficulties of the edited set.
`HandleItemsChanged()` - an optimisation aiming to reduce the number
of redundant re-filters due to minor changes to realm models that aren't
visible to the user anyway - ignoring changes to `BeatmapInfo.ID` after
re-entering song select post-external edit meant that song select would
retain stale beatmap models that no longer existed in the realm
database, thus failing refetch attempts via `GetWorkingBeatmap()` or
https://github.com/ppy/osu/blob/8f6f859c15bdfc9f10d5754c254fca7b9dd9bc9b/osu.Game/Screens/SelectV2/FooterButtonOptions.cs#L56-L57