1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-30 07:52:56 +08:00
Commit Graph

36226 Commits

Author SHA1 Message Date
Dean Herbert
04fa32bc34 Rename and add xmldoc for smooth seeking method 2021-01-15 16:14:21 +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
Dean Herbert
c3049f431a
Merge branch 'master' into net5.0 2021-01-15 15:23:41 +09:00
Dean Herbert
2b578e97e5 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.
2021-01-15 15:19:12 +09:00
Dean Herbert
ede5abdba4 Fix unstable multiplayer room ordering when selection is made 2021-01-15 15:19:12 +09:00
Dean Herbert
b8c85ef017 Revert polling changes to fix participant list display
It turns out this polling was necessary to get extra data that isn't
included in the main listing request. It was removed deemed useless, and
in order to fix the order of rooms changing when selecting a room.
Weirdly, I can't reproduce this happening any more, and on close
inspection of the code can't see how it could happen in the first place.

For now, let's revert this change and iterate from there, if/when the
same issue arises again.

I've discussed avoiding this second poll by potentially including more
data (just `user_id`s?) in the main listing request, but not 100% sure
on this - even if the returned data is minimal it's an extra join
server-side, which could cause performance issues for large numbers of
rooms.
2021-01-15 15:19:12 +09:00
Dean Herbert
d023ad8ad1 Remove assert messages 2021-01-15 15:18:29 +09:00
Dean Herbert
3f88340304 Restore previous exception handling flow for stable path lookup 2021-01-15 15:17:38 +09:00
Dean Herbert
7c612ec556 Remove global.json 2021-01-15 15:11:03 +09:00
Dean Herbert
e0a4a666c8 Remove unnecessary workaround (mentioned package is pinned by SignalR to a working version) 2021-01-15 15:01:16 +09:00
Dean Herbert
f42a6270bb Update framework (again) for native libs fix 2021-01-15 14:57:01 +09:00
Dean Herbert
51255033e2 Update some missed usages of KeyBindingContainer in tests 2021-01-15 14:57:01 +09:00
Dean Herbert
86f66727de Update KeyBinding usages in line with interface changes 2021-01-15 14:57:01 +09:00
Dean Herbert
ebbc32adfa Change conditional used to decide legacy judgement animation to match stable
In stable, the type of legacy judgement to show is based on the presence
of particle textures in the skin. We were using the skin version
instead, which turns out to be incorrect and not what some user skins
expect.

Closes #11078.
2021-01-15 14:51:27 +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
Mysfit
0c01a3a685 Found a better solution than TValue type checking for additional beatmap colour settings. Added unit tests for Catch Beatmap Skin settings. 2021-01-14 23:30:24 -05:00
Dean Herbert
4cccde9007 Update framework 2021-01-15 13:20:46 +09:00
Salman Ahmed
dc8e38cf4d Remove pointless inline comment 2021-01-15 07:20:13 +03:00
Dan Balasescu
67b5ebadf5
Merge branch 'master' into fix-is-connected-thread-safety 2021-01-15 12:56:21 +09:00
Mysfit
99e43c77c2 Simplified colour config checks in SkinProvidingContainer.cs 2021-01-14 16:53:55 -05:00
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
Roman Kapustin
0ea4e221b2 Merge branch 'master' into net5.0 2021-01-14 14:02:51 +03:00
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
Salman Ahmed
6281c1086a Space out explicit marker in beatmap overlay 2021-01-14 05:41:09 +03:00
Salman Ahmed
abf718242b Make explicit marker font semi-bold 2021-01-14 05:40:43 +03:00
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
Jesse Myers
562634dfd2
Improve naming around the config lookup with fallback private method.
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
2021-01-13 16:49:14 -05:00
Mysfit
8b95817f7a Moved SkinProvidingContainer bindable fetching to common method. Replaced redundant test boolean declarations with inline values. 2021-01-13 16:05:46 -05:00
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
Mysfit
1248d39d7e Reverted change to AllowConfigurationLookup and added a separate AllowColourLookup bool with config case based on lookup type in SkinProvidingContainer GetConfig call. 2021-01-13 13:07:07 -05:00
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
Salman Ahmed
43daa7c7c0 Use Colour2 of orange theme for explicit pill 2021-01-13 17:07:42 +03:00
Salman Ahmed
e275dd02e0 Create static colour properties for now 2021-01-13 17:07:11 +03:00
Salman Ahmed
9d59d784f8 Add Colour{1-4} properties to OverlayColourProvider 2021-01-13 17:06:44 +03:00
Salman Ahmed
268f9d661f Dispose of local config on disposal 2021-01-13 13:00:14 +03:00
Salman Ahmed
a5f99ed8e6 Merge branch 'explicit-beatmap-markers' into explicit-search-control 2021-01-13 12:53:57 +03:00
Salman Ahmed
f827c62081 Add empty online info to test beatmap
This is for `BeatmapSetOverlay` to not eat a null reference trying to access `Beatmap.OnlineInfo`.
2021-01-13 12:27:15 +03:00
Salman Ahmed
7fd55efc43 Add test cases for displaying explicit beatmaps 2021-01-13 12:27:15 +03:00
Salman Ahmed
1502b07ea8 Add explicit pill to playlist items 2021-01-13 12:27:15 +03:00