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Fix presenting a beatmap from a different ruleset not working
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@ -277,7 +277,7 @@ namespace osu.Game.Screens.Select
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// if not the current screen, we want to get carousel in a good presentation state before displaying (resume or enter).
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bool shouldDebounce = this.IsCurrentScreen();
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Schedule(() => Carousel.Filter(criteria, shouldDebounce));
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Carousel.Filter(criteria, shouldDebounce);
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}
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private DependencyContainer dependencies;
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@ -310,8 +310,10 @@ namespace osu.Game.Screens.Select
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if (!Carousel.BeatmapSetsLoaded)
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return;
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// if we have a pending filter operation, we want to run it now.
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// it could change selection (ie. if the ruleset has been changed).
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transferRulesetValue();
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// while transferRulesetValue will flush, it only does so if the ruleset changes.
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// the user could have changed a filter, and we want to ensure we are 100% up-to-date and consistent here.
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Carousel.FlushPendingFilterOperations();
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// avoid attempting to continue before a selection has been obtained.
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@ -397,20 +399,10 @@ namespace osu.Game.Screens.Select
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{
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Logger.Log($"updating selection with beatmap:{beatmap?.ID.ToString() ?? "null"} ruleset:{ruleset?.ID.ToString() ?? "null"}");
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if (ruleset?.Equals(decoupledRuleset.Value) == false)
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if (transferRulesetValue())
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{
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Logger.Log($"ruleset changed from \"{decoupledRuleset.Value}\" to \"{ruleset}\"");
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// if the ruleset changed, the rest of the selection update will happen via updateSelectedRuleset.
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Mods.Value = Array.Empty<Mod>();
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decoupledRuleset.Value = ruleset;
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// force a filter before attempting to change the beatmap.
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// we may still be in the wrong ruleset as there is a debounce delay on ruleset changes.
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Carousel.Filter(null, false);
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// Filtering only completes after the carousel runs Update.
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// If we also have a pending beatmap change we should delay it one frame.
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selectionChangedDebounce = Schedule(run);
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return;
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}
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@ -634,6 +626,7 @@ namespace osu.Game.Screens.Select
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// manual binding to parent ruleset to allow for delayed load in the incoming direction.
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transferRulesetValue();
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Ruleset.ValueChanged += r => updateSelectedRuleset(r.NewValue);
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decoupledRuleset.ValueChanged += r => Ruleset.Value = r.NewValue;
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@ -645,9 +638,23 @@ namespace osu.Game.Screens.Select
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boundLocalBindables = true;
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}
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private void transferRulesetValue()
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/// <summary>
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/// Transfer the game-wide ruleset to the local decoupled ruleset.
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/// Will immediately run filter operations is required.
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/// </summary>
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/// <returns>Whether a transfer occurred.</returns>
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private bool transferRulesetValue()
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{
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if (decoupledRuleset.Value?.Equals(Ruleset.Value) == true)
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return false;
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Logger.Log($"decoupled ruleset transferred (\"{decoupledRuleset.Value}\" -> \"{Ruleset.Value}\"");
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rulesetNoDebounce = decoupledRuleset.Value = Ruleset.Value;
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// if we have a pending filter operation, we want to run it now.
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// it could change selection (ie. if the ruleset has been changed).
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Carousel?.FlushPendingFilterOperations();
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return true;
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}
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private void delete(BeatmapSetInfo beatmap)
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