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Make song select ensure current beatmap is always playable in the active ruleset.
- Add a to TestCasePlaySongSelect testing this scenario
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@ -2,6 +2,7 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Linq;
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using System.Threading;
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using OpenTK;
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using OpenTK.Input;
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@ -9,12 +10,14 @@ using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Audio.Track;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Overlays;
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@ -63,6 +66,8 @@ namespace osu.Game.Screens.Select
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private SampleChannel sampleChangeDifficulty;
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private SampleChannel sampleChangeBeatmap;
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private Bindable<bool> rulesetConversionAllowed;
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private CancellationTokenSource initialAddSetsTask;
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private DependencyContainer dependencies;
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@ -179,7 +184,7 @@ namespace osu.Game.Screens.Select
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}
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[BackgroundDependencyLoader(permitNulls: true)]
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private void load(BeatmapManager beatmaps, AudioManager audio, DialogOverlay dialog, OsuGame osu, OsuColour colours)
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private void load(BeatmapManager beatmaps, AudioManager audio, DialogOverlay dialog, OsuGame osu, OsuColour colours, OsuConfigManager config)
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{
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dependencies.CacheAs(this);
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@ -194,6 +199,8 @@ namespace osu.Game.Screens.Select
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if (this.beatmaps == null)
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this.beatmaps = beatmaps;
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rulesetConversionAllowed = config.GetBindable<bool>(OsuSetting.ShowConvertedBeatmaps);
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if (osu != null)
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Ruleset.BindTo(osu.Ruleset);
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@ -217,7 +224,10 @@ namespace osu.Game.Screens.Select
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Beatmap.ValueChanged += b =>
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{
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if (IsCurrentScreen)
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{
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Carousel.SelectBeatmap(b?.BeatmapInfo);
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ensurePlayableRuleset();
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}
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};
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}
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@ -316,6 +326,7 @@ namespace osu.Game.Screens.Select
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{
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base.OnEntering(last);
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ensurePlayableRuleset();
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Content.FadeInFromZero(250);
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FilterControl.Activate();
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}
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@ -441,6 +452,34 @@ namespace osu.Game.Screens.Select
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}
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}
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private void ensurePlayableRuleset()
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{
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if (Beatmap.IsDefault)
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// DummyBeatmap won't be playable anyway
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return;
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bool conversionAllowed = rulesetConversionAllowed.Value;
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int? currentRuleset = Ruleset.Value.ID;
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int beatmapRuleset = Beatmap.Value.BeatmapInfo.RulesetID;
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if (currentRuleset == beatmapRuleset || conversionAllowed && beatmapRuleset == 0)
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// Current beatmap is playable, nothing more to do
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return;
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// Otherwise, first check if the current beatmapset has any playable beatmaps
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BeatmapInfo beatmap = Beatmap.Value.BeatmapSetInfo.Beatmaps?.FirstOrDefault(b => b.RulesetID == currentRuleset || conversionAllowed && b.RulesetID == 0);
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// If it does then update the WorkingBeatmap
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if (beatmap != null)
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{
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Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap);
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return;
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}
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// If it doesn't, then update the current ruleset so that the current beatmap is playable
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Ruleset.Value = Beatmap.Value.BeatmapInfo.Ruleset;
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}
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private void onBeatmapSetAdded(BeatmapSetInfo s) => Carousel.UpdateBeatmapSet(s);
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private void onBeatmapSetRemoved(BeatmapSetInfo s) => Carousel.RemoveBeatmapSet(s);
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private void onBeatmapRestored(BeatmapInfo b) => Carousel.UpdateBeatmapSet(beatmaps.QueryBeatmapSet(s => s.ID == b.BeatmapSetInfoID));
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