31a6e9b860
Remove unused using
2021-01-05 14:24:49 +09:00
afab35a31a
Fix missing copy implementation in LegacySampleControlPiont
2021-01-05 13:41:31 +09:00
6b8e1913ee
Fix dependency not always available due to nested LoadComponentAsync call
2021-01-05 13:27:45 +09:00
caa88c6100
Use CreateCopy instead of Clone interface
...
I was going for conformity by using the IClonable interface, but it
doesn't look like we use it anywhere else in the project.
2021-01-05 13:13:52 +09:00
b7dd54847f
Move resolved usage of WorkingBeatmap in editor components as local as possible to avoid misuse
2021-01-04 16:56:37 +09:00
7fdf876b4c
Fix editor timing screen mutating the WorkingBeatmap instead of EditorBeatmap
2021-01-04 16:38:15 +09:00
b4a779108e
Ensure working beatmap is reloaded on exiting the editor
2021-01-04 16:37:49 +09:00
ba4e411422
Clone and copy ControlPointInfo when retrieving a playable beatmap
2021-01-04 16:37:07 +09:00
9e4a925ab1
Clarify & cleanup comments some
2021-01-03 13:44:29 +01:00
a3e29b9154
Rename parameters for readability
2021-01-03 13:25:44 +01:00
2501707d7d
Copy values using Bind to also copy defaults
2021-01-03 20:45:03 +09:00
6ad1b7767e
Update osu.Game/Online/API/APIMod.cs
...
Co-authored-by: Salman Ahmed <slmanarendo1950@gmail.com >
2021-01-03 17:04:16 +09:00
99fa0e25dc
Switch back to FirstOrDefault to allow for weird testing logic to pass
2021-01-03 16:46:24 +09:00
29dbb1cc0d
Add internal pathway for ensuring correct application of bindable mods
2021-01-03 15:48:28 +09:00
23e216fa0b
Simplify some default value checks (we are sure the return is an IBindable)
2021-01-03 15:47:15 +09:00
1a44338124
Use SingleOrDefault for added safety when looking up mod acronyms
2021-01-03 15:38:30 +09:00
8511112e28
Merge pull request #11380 from bdach/unobserved-exceptions-pt-2
...
Catch multiplayer client-related unobserved exceptions better
2021-01-02 23:36:49 +09:00
9ab1091281
Merge branch 'master' into fix-signalr-reconnect
2021-01-02 13:18:02 +01:00
72a6ca7755
Allow signalr to retry connecting when connection is closed without an exception
2021-01-02 16:47:00 +09:00
30cebe7579
Merge branch 'dependabot/nuget/Microsoft.AspNetCore.SignalR.Client-3.1.10' into dependency-updates
2021-01-01 21:25:10 +01:00
652b0ccd8f
Bump Microsoft.AspNetCore.SignalR.Client from 3.1.9 to 3.1.10
...
Bumps [Microsoft.AspNetCore.SignalR.Client](https://github.com/aspnet/AspNetCore ) from 3.1.9 to 3.1.10.
- [Release notes](https://github.com/aspnet/AspNetCore/releases )
- [Commits](https://github.com/aspnet/AspNetCore/compare/v3.1.9...v3.1.10 )
Signed-off-by: dependabot-preview[bot] <support@dependabot.com >
2021-01-01 17:54:11 +00:00
7441cfd94e
Bump Microsoft.AspNetCore.SignalR.Protocols.NewtonsoftJson
...
Bumps [Microsoft.AspNetCore.SignalR.Protocols.NewtonsoftJson](https://github.com/aspnet/AspNetCore ) from 3.1.9 to 3.1.10.
- [Release notes](https://github.com/aspnet/AspNetCore/releases )
- [Commits](https://github.com/aspnet/AspNetCore/compare/v3.1.9...v3.1.10 )
Signed-off-by: dependabot-preview[bot] <support@dependabot.com >
2021-01-01 17:53:29 +00:00
1e02f450a6
Merge branch 'master' into move-health-meter
2020-12-31 13:59:37 +01:00
17abe90c27
move SkinnableHealthDisplay
...
Similar components are in osu.Game.Screens.Play.HUD while this is not
2020-12-31 20:23:13 +08:00
2d279350ad
Catch multiplayer client-related unobserved exceptions better
...
Silencing an exception from a task continuation requires accessing
`task.Exception` in any way, which was not done previously if
`logOnError` was false.
To resolve without having to worry whether the compiler will optimise
away a useless access or now, just always log, but switch the logging
level. The unimportant errors will be logged as debug and therefore
essentially silenced on release builds (but could still be potentially
useful in debugging).
2020-12-31 11:39:42 +01:00
1b1447eb35
Merge branch 'master' into fix-perform-from-menu-nullref
2020-12-31 10:33:05 +01:00
00c6703c51
Inline complete method as well
...
For better guarantees that `finalAction` is actually called on the same
screen that `checkCanComplete()` was (uses result of one
`getCurrentScreen()` call throughout instead of calling multiple times).
2020-12-31 10:27:42 +01:00
f9196ae976
Fix PerformFromMenuRunner failing if CurrentScreen is null
2020-12-31 16:36:20 +09:00
6ebb267c66
Merge pull request #11346 from bdach/fix-changelog-regression
...
Fix changelog header staying dimmed after build show
2020-12-31 16:15:25 +09:00
497d644a19
Move thread safety / locking logic from MultiplayerRoom
2020-12-30 20:24:50 +09:00
6596e3c5e8
Merge branch 'master' into fix-changelog-regression
2020-12-30 01:34:18 +09:00
3920dac8af
Merge branch 'master' into fix-error-spam-on-disconnection
2020-12-30 00:55:37 +09:00
3552034ffe
Update framework
2020-12-30 00:55:27 +09:00
05f212eb3c
Merge branch 'master' into remove-multiplayer-selection-poller
2020-12-29 12:51:33 +01:00
4a85ee1374
Merge branch 'master' into improve-failing-api-ux
2020-12-29 11:01:36 +01:00
361d215ab4
Reword notification messages to match new logic
2020-12-29 10:56:59 +01:00
5d23199233
Trim redundant IsLoggedIn checks
2020-12-29 10:56:29 +01:00
6bbd0ecfac
Remove unused lock object
2020-12-29 17:39:00 +09:00
906a9b79b5
Show an error when forcefully exiting online play due to API failure
2020-12-29 16:47:36 +09:00
4d04e0dee7
Disallow entering the playlists/multiplayer screens if API is failing
2020-12-29 16:25:51 +09:00
03b78d1c4b
Handle SocketExceptions and HttpRequestExceptions more silently
...
These can occur when a network connection is completely unavailable (ie.
host resolution failures are occurring). Currently these would appear as
important errors which spammed the notification overlay every retry
forever, while no network connection is available.
I also took this opportunity to remove a lot of `bool` passing which was
no longer in use (previously the fail count / retry process was
different to what we have today).
2020-12-29 16:22:11 +09:00
2cb84c5111
Fix error message being shown to user on multiplayer disconnection when not in room
2020-12-29 15:19:52 +09:00
45c578b857
Remove selection polling from multiplayer
...
Looks like this was just copy-paste without any thought into whether it
should exist. It really shouldn't exist.
This is a thing for the playlists system because the *whole system*
there relies on polling the web API to get updated information. In the
case of mutliplayer, we hand off all communications to the realtime
server at the point of joining the rooms.
The argument that this was there to do faster polling on the selection
isn't valid since the polling times were the same for both cases.
Closes #11348 .
2020-12-29 15:10:09 +09:00
f31a0e455a
Minor xmldoc rewording
2020-12-29 14:29:40 +09:00
e3a41f6118
Rename variable to make more sense
...
It needs to be explicitly stated that the users in this list are related
to the *joined* room. Especially since it's sharing its variable name
with `SpectatorStreamingClient` where it has the opposite meaning (is a
list of *globally* playing players).
2020-12-29 14:27:35 +09:00
6aeb7ece66
Tidy up update state code, naming, xmldoc
2020-12-29 14:25:08 +09:00
a014d0ec18
Use PlayingUsers when constructing player directly
2020-12-28 19:27:56 +01:00
1d311a6680
Change PlayingUsers population logic to match expectations
2020-12-28 19:27:56 +01:00
d2301068b6
Fix changelog header staying dimmed after build show
2020-12-28 16:35:33 +01:00
9155671557
Merge pull request #11341 from peppy/fix-leaderboard-user-handling
...
Fix incorrect null handling in GameplayLeaderboard
2020-12-28 22:44:55 +09:00