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Rewrite mod instance management again to pass tests
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@ -179,7 +179,7 @@ namespace osu.Game.Overlays.Mods
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foreach (var column in columnFlow.Columns)
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{
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column.SelectedMods.BindValueChanged(updateBindableFromSelection);
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column.SelectionChangedByUser += updateBindableFromSelection;
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}
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customisationVisible.BindValueChanged(_ => updateCustomisationVisualState(), true);
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@ -250,33 +250,26 @@ namespace osu.Game.Overlays.Mods
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private void updateSelectionFromBindable()
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{
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// note that selectionBindableSyncInProgress is purposefully not checked here.
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// this is because in the case of mod selection in solo gameplay, a user selection of a mod can actually lead to deselection of other incompatible mods.
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// to synchronise state correctly, updateBindableFromSelection() computes the final mods (including incompatibility rules) and updates SelectedMods,
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// and this method then runs unconditionally again to make sure the new visual selection accurately reflects the final set of selected mods.
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// selectionBindableSyncInProgress ensures that mutual infinite recursion does not happen after that unconditional call.
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// `SelectedMods` may contain mod references that come from external sources.
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// to ensure isolation, first pull in the potentially-external change into the mod columns...
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foreach (var column in columnFlow.Columns)
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column.SelectedMods.Value = SelectedMods.Value.Where(mod => mod.Type == column.ModType).ToArray();
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column.SetSelection(SelectedMods.Value);
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// and then, when done, replace the potentially-external mod references in `SelectedMods` with ones we own.
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updateBindableFromSelection();
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}
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private bool selectionBindableSyncInProgress;
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private void updateBindableFromSelection(ValueChangedEvent<IReadOnlyList<Mod>> modSelectionChange)
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private void updateBindableFromSelection()
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{
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if (selectionBindableSyncInProgress)
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var candidateSelection = columnFlow.Columns.SelectMany(column => column.SelectedMods).ToArray();
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if (candidateSelection.SequenceEqual(SelectedMods.Value))
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return;
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selectionBindableSyncInProgress = true;
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SelectedMods.Value = ComputeNewModsFromSelection(
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modSelectionChange.NewValue.Except(modSelectionChange.OldValue),
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modSelectionChange.OldValue.Except(modSelectionChange.NewValue));
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selectionBindableSyncInProgress = false;
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SelectedMods.Value = ComputeNewModsFromSelection(SelectedMods.Value, candidateSelection);
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}
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protected virtual IReadOnlyList<Mod> ComputeNewModsFromSelection(IEnumerable<Mod> addedMods, IEnumerable<Mod> removedMods)
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=> columnFlow.Columns.SelectMany(column => column.SelectedMods.Value).ToArray();
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protected virtual IReadOnlyList<Mod> ComputeNewModsFromSelection(IReadOnlyList<Mod> oldSelection, IReadOnlyList<Mod> newSelection) => newSelection;
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protected override void PopIn()
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{
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