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Merge branch 'master' of https://github.com/ppy/osu into present-recommended
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@ -373,7 +373,7 @@ namespace osu.Game.Screens.Select
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if (selectionChangedDebounce?.Completed == false)
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{
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selectionChangedDebounce.RunTask();
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selectionChangedDebounce.Cancel(); // cancel the already scheduled task.
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selectionChangedDebounce?.Cancel(); // cancel the already scheduled task.
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selectionChangedDebounce = null;
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}
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@ -462,19 +462,30 @@ namespace osu.Game.Screens.Select
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void run()
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{
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// clear pending task immediately to track any potential nested debounce operation.
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selectionChangedDebounce = null;
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Logger.Log($"updating selection with beatmap:{beatmap?.ID.ToString() ?? "null"} ruleset:{ruleset?.ID.ToString() ?? "null"}");
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if (transferRulesetValue())
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{
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Mods.Value = Array.Empty<Mod>();
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// transferRulesetValue() may trigger a refilter. If the current selection does not match the new ruleset, we want to switch away from it.
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// transferRulesetValue() may trigger a re-filter. If the current selection does not match the new ruleset, we want to switch away from it.
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// The default logic on WorkingBeatmap change is to switch to a matching ruleset (see workingBeatmapChanged()), but we don't want that here.
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// We perform an early selection attempt and clear out the beatmap selection to avoid a second ruleset change (revert).
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if (beatmap != null && !Carousel.SelectBeatmap(beatmap, false))
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beatmap = null;
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}
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if (selectionChangedDebounce != null)
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{
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// a new nested operation was started; switch to it for further selection.
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// this avoids having two separate debounces trigger from the same source.
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selectionChangedDebounce.RunTask();
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return;
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}
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// We may be arriving here due to another component changing the bindable Beatmap.
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// In these cases, the other component has already loaded the beatmap, so we don't need to do so again.
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if (!EqualityComparer<BeatmapInfo>.Default.Equals(beatmap, Beatmap.Value.BeatmapInfo))
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