Fix beatmap carousel potentially missing beatmap imports

This commit is contained in:
Dean Herbert
2020-01-29 16:51:14 +09:00
parent 1db353558b
commit 77c06b1c6e
2 changed files with 30 additions and 24 deletions

View File

@ -68,6 +68,7 @@ namespace osu.Game.Screens.Select
private IEnumerable<CarouselBeatmapSet> beatmapSets => root.Children.OfType<CarouselBeatmapSet>();
// todo: only used for testing, maybe remove.
public IEnumerable<BeatmapSetInfo> BeatmapSets
{
get => beatmapSets.Select(g => g.BeatmapSet);
@ -133,8 +134,11 @@ namespace osu.Game.Screens.Select
};
}
[Resolved]
private BeatmapManager beatmaps { get; set; }
[BackgroundDependencyLoader(permitNulls: true)]
private void load(OsuConfigManager config, BeatmapManager beatmaps)
private void load(OsuConfigManager config)
{
config.BindWith(OsuSetting.RandomSelectAlgorithm, RandomAlgorithm);
config.BindWith(OsuSetting.SongSelectRightMouseScroll, RightClickScrollingEnabled);
@ -142,6 +146,11 @@ namespace osu.Game.Screens.Select
RightClickScrollingEnabled.ValueChanged += enabled => scroll.RightMouseScrollbar = enabled.NewValue;
RightClickScrollingEnabled.TriggerChange();
beatmaps.ItemAdded += beatmapAdded;
beatmaps.ItemRemoved += beatmapRemoved;
beatmaps.BeatmapHidden += beatmapHidden;
beatmaps.BeatmapRestored += beatmapRestored;
loadBeatmapSets(beatmaps.GetAllUsableBeatmapSetsEnumerable());
}
@ -535,11 +544,27 @@ namespace osu.Game.Screens.Select
{
base.Dispose(isDisposing);
if (beatmaps != null)
{
beatmaps.ItemAdded -= beatmapAdded;
beatmaps.ItemRemoved -= beatmapRemoved;
beatmaps.BeatmapHidden -= beatmapHidden;
beatmaps.BeatmapRestored -= beatmapRestored;
}
// aggressively dispose "off-screen" items to reduce GC pressure.
foreach (var i in Items)
i.Dispose();
}
private void beatmapRemoved(BeatmapSetInfo item) => RemoveBeatmapSet(item);
private void beatmapAdded(BeatmapSetInfo item) => UpdateBeatmapSet(item);
private void beatmapRestored(BeatmapInfo b) => UpdateBeatmapSet(beatmaps.QueryBeatmapSet(s => s.ID == b.BeatmapSetInfoID));
private void beatmapHidden(BeatmapInfo b) => UpdateBeatmapSet(beatmaps.QueryBeatmapSet(s => s.ID == b.BeatmapSetInfoID));
private CarouselBeatmapSet createCarouselSet(BeatmapSetInfo beatmapSet)
{
if (beatmapSet.Beatmaps.All(b => b.Hidden))