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Merge branch 'master' into fix-out-of-order-events-on-block-fail
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@ -111,7 +111,7 @@ namespace osu.Game.Beatmaps
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public int GridSize { get; set; }
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public double TimelineZoom { get; set; }
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public double TimelineZoom { get; set; } = 1.0;
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[Ignored]
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public CountdownType Countdown { get; set; } = CountdownType.Normal;
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@ -286,6 +286,7 @@ namespace osu.Game.Database
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var transaction = r.BeginWrite();
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int written = 0;
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int missing = 0;
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try
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{
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@ -300,6 +301,13 @@ namespace osu.Game.Database
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var beatmap = r.All<BeatmapInfo>().First(b => b.Hash == score.BeatmapInfo.Hash);
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var ruleset = r.Find<RulesetInfo>(score.Ruleset.ShortName);
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if (ruleset == null)
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{
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log($"Skipping {++missing} scores with missing ruleset");
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continue;
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}
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var user = new RealmUser
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{
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OnlineID = score.User.OnlineID,
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@ -216,12 +216,6 @@ namespace osu.Game.Database
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return new RealmLiveUnmanaged<T>(realmObject);
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}
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public static List<Live<T>> ToLive<T>(this IEnumerable<T> realmList, RealmAccess realm)
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where T : RealmObject, IHasGuidPrimaryKey
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{
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return realmList.Select(l => new RealmLive<T>(l, realm)).Cast<Live<T>>().ToList();
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}
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public static Live<T> ToLive<T>(this T realmObject, RealmAccess realm)
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where T : RealmObject, IHasGuidPrimaryKey
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{
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@ -11,7 +11,7 @@ namespace osu.Game.Models
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{
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public int OnlineID { get; set; } = 1;
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public string Username { get; set; }
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public string Username { get; set; } = string.Empty;
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public bool IsBot => false;
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@ -18,6 +18,7 @@ using osu.Game.Graphics.UserInterface;
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using osu.Game.Localisation;
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using osu.Game.Skinning;
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using osu.Game.Skinning.Editor;
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using Realms;
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namespace osu.Game.Overlays.Settings.Sections
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{
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@ -41,7 +42,7 @@ namespace osu.Game.Overlays.Settings.Sections
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Name = "<Random Skin>",
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}.ToLiveUnmanaged();
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private List<Live<SkinInfo>> skinItems;
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private readonly List<Live<SkinInfo>> dropdownItems = new List<Live<SkinInfo>>();
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[Resolved]
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private SkinManager skins { get; set; }
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@ -51,12 +52,6 @@ namespace osu.Game.Overlays.Settings.Sections
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private IDisposable realmSubscription;
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private IQueryable<SkinInfo> queryRealmSkins() =>
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realm.Realm.All<SkinInfo>()
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.Where(s => !s.DeletePending)
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.OrderByDescending(s => s.Protected) // protected skins should be at the top.
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.ThenBy(s => s.Name, StringComparer.OrdinalIgnoreCase);
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[BackgroundDependencyLoader(permitNulls: true)]
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private void load(OsuConfigManager config, [CanBeNull] SkinEditorOverlay skinEditor)
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{
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@ -83,37 +78,58 @@ namespace osu.Game.Overlays.Settings.Sections
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skinDropdown.Current = dropdownBindable;
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realmSubscription = realm.RegisterForNotifications(r => queryRealmSkins(), (sender, changes, error) =>
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{
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// The first fire of this is a bit redundant due to the call below,
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// but this is safest in case the subscription is restored after a context recycle.
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updateItems();
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});
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updateItems();
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realmSubscription = realm.RegisterForNotifications(r => realm.Realm.All<SkinInfo>()
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.Where(s => !s.DeletePending)
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.OrderByDescending(s => s.Protected) // protected skins should be at the top.
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.ThenBy(s => s.Name, StringComparer.OrdinalIgnoreCase), skinsChanged);
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configBindable.BindValueChanged(id => Scheduler.AddOnce(updateSelectedSkinFromConfig));
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updateSelectedSkinFromConfig();
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dropdownBindable.BindValueChanged(skin =>
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dropdownBindable.BindValueChanged(dropdownSelectionChanged);
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}
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private void dropdownSelectionChanged(ValueChangedEvent<Live<SkinInfo>> skin)
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{
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// Only handle cases where it's clear the user has intent to change skins.
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if (skin.OldValue == null) return;
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if (skin.NewValue.Equals(random_skin_info))
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{
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if (skin.NewValue.Equals(random_skin_info))
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var skinBefore = skins.CurrentSkinInfo.Value;
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skins.SelectRandomSkin();
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if (skinBefore == skins.CurrentSkinInfo.Value)
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{
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var skinBefore = skins.CurrentSkinInfo.Value;
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skins.SelectRandomSkin();
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if (skinBefore == skins.CurrentSkinInfo.Value)
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{
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// the random selection didn't change the skin, so we should manually update the dropdown to match.
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dropdownBindable.Value = skins.CurrentSkinInfo.Value;
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}
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return;
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// the random selection didn't change the skin, so we should manually update the dropdown to match.
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dropdownBindable.Value = skins.CurrentSkinInfo.Value;
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}
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configBindable.Value = skin.NewValue.ID.ToString();
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});
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return;
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}
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configBindable.Value = skin.NewValue.ID.ToString();
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}
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private void skinsChanged(IRealmCollection<SkinInfo> sender, ChangeSet changes, Exception error)
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{
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// This can only mean that realm is recycling, else we would see the protected skins.
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// Because we are using `Live<>` in this class, we don't need to worry about this scenario too much.
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if (!sender.Any())
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return;
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int protectedCount = sender.Count(s => s.Protected);
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// For simplicity repopulate the full list.
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// In the future we should change this to properly handle ChangeSet events.
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dropdownItems.Clear();
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foreach (var skin in sender)
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dropdownItems.Add(skin.ToLive(realm));
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dropdownItems.Insert(protectedCount, random_skin_info);
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skinDropdown.Items = dropdownItems;
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updateSelectedSkinFromConfig();
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}
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private void updateSelectedSkinFromConfig()
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@ -126,17 +142,6 @@ namespace osu.Game.Overlays.Settings.Sections
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dropdownBindable.Value = skin ?? skinDropdown.Items.First();
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}
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private void updateItems()
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{
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int protectedCount = queryRealmSkins().Count(s => s.Protected);
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skinItems = queryRealmSkins().ToLive(realm);
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skinItems.Insert(protectedCount, random_skin_info);
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skinDropdown.Items = skinItems;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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@ -28,21 +28,15 @@ namespace osu.Game.Rulesets
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public Ruleset CreateInstance()
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{
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if (!Available)
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throw new RulesetLoadException(@"Ruleset not available");
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return null;
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var type = Type.GetType(InstantiationInfo);
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if (type == null)
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throw new RulesetLoadException(@"Type lookup failure");
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return null;
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var ruleset = Activator.CreateInstance(type) as Ruleset;
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if (ruleset == null)
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throw new RulesetLoadException(@"Instantiation failure");
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// overwrite the pre-populated RulesetInfo with a potentially database attached copy.
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// ruleset.RulesetInfo = this;
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return ruleset;
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}
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@ -133,6 +133,11 @@ namespace osu.Game.Scoring
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var clone = (ScoreInfo)this.Detach().MemberwiseClone();
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clone.Statistics = new Dictionary<HitResult, int>(clone.Statistics);
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clone.RealmUser = new RealmUser
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{
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OnlineID = RealmUser.OnlineID,
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Username = RealmUser.Username,
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};
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return clone;
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}
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67
osu.Game/Tests/Visual/EditorSavingTestScene.cs
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67
osu.Game/Tests/Visual/EditorSavingTestScene.cs
Normal file
@ -0,0 +1,67 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using osu.Framework.Input;
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using osu.Framework.Testing;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Setup;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Select;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual
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{
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/// <summary>
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/// Tests the general expected flow of creating a new beatmap, saving it, then loading it back from song select.
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/// </summary>
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public class EditorSavingTestScene : OsuGameTestScene
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{
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protected Editor Editor => Game.ChildrenOfType<Editor>().FirstOrDefault();
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protected EditorBeatmap EditorBeatmap => (EditorBeatmap)Editor.Dependencies.Get(typeof(EditorBeatmap));
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[SetUpSteps]
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddStep("set default beatmap", () => Game.Beatmap.SetDefault());
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PushAndConfirm(() => new EditorLoader());
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AddUntilStep("wait for editor load", () => Editor?.IsLoaded == true);
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AddUntilStep("wait for metadata screen load", () => Editor.ChildrenOfType<MetadataSection>().FirstOrDefault()?.IsLoaded == true);
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// We intentionally switch away from the metadata screen, else there is a feedback loop with the textbox handling which causes metadata changes below to get overwritten.
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AddStep("Enter compose mode", () => InputManager.Key(Key.F1));
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AddUntilStep("Wait for compose mode load", () => Editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true);
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}
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protected void SaveEditor()
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{
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AddStep("Save", () => InputManager.Keys(PlatformAction.Save));
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}
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protected void ReloadEditorToSameBeatmap()
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{
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AddStep("Exit", () => InputManager.Key(Key.Escape));
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AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
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SongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new PlaySongSelect());
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AddUntilStep("wait for carousel load", () => songSelect.BeatmapSetsLoaded);
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AddUntilStep("Wait for beatmap selected", () => !Game.Beatmap.IsDefault);
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AddStep("Open options", () => InputManager.Key(Key.F3));
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AddStep("Enter editor", () => InputManager.Key(Key.Number5));
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AddUntilStep("Wait for editor load", () => Editor != null);
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}
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}
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}
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Reference in New Issue
Block a user