Commit Graph

31771 Commits

Author SHA1 Message Date
1a187d4dec Add animation to checkbox when joning/leaving a channel 2022-03-10 15:54:42 +09:00
0155519343 Merge branch 'master' into new-chat-channel-listing 2022-03-10 15:49:06 +09:00
eaef27595c Also mark UnknownMod as not user-playable 2022-03-10 15:33:50 +09:00
03d7d1e6ca Merge pull request #17195 from smoogipoo/classic-score-multiplier
Tune classic mod scaling per-ruleset
2022-03-10 14:32:52 +09:00
022dd88aef Merge branch 'master' into chat-mention-highlight 2022-03-10 14:23:23 +09:00
c17dba4948 Merge pull request #17193 from peppy/update-dependencies
Update dependencies
2022-03-10 12:26:13 +09:00
2c1589e068 Add skinning support for "seeya" sample 2022-03-10 05:52:45 +03:00
b8ee786d77 Add skinning support for "welcome" sample 2022-03-10 05:52:45 +03:00
b38de6e580 Add skinning support for welcome sprite text 2022-03-10 05:52:43 +03:00
c36badab4b Add per-ruleset score multipliers for classic scoring 2022-03-10 10:26:09 +09:00
b25c37ce62 Instantiate highlight background container on animation
Also removes the necessity of scheduling as it actually never worked as
intended, `Scheduler` will still update even when the chat line is
masked away, and the animation will never be held anyways.

The new duration of the animation should be enough for long scrolls
either way.
2022-03-10 03:49:42 +03:00
cf9671cafb Increase highlight delay to 1500ms 2022-03-10 02:50:15 +03:00
80c0df6af5 Scroll chat line to channel center
We may eventually want that encapsulated within `ScrollIntoView`, as it
would also come in handy for `GameplayLeaderboard`.
2022-03-10 02:50:15 +03:00
93cf93943f Schedule chat line highlight after children to handle non-loaded lines 2022-03-10 02:48:33 +03:00
2d8983383a Revert newMessagesArrived changes and always schedule highlight
In the case a message arrives and the chat overlay is hidden, clicking
on the mention notification will not work as the `HighlightedMessage`
bindable callback will execute before the scheduled `newMessagesArrived`
logic (which was hanging since the message arrived until the chat
overlay became open because of the notification).

Simplify things by always scheduling the `HighlightedMessage` bindable
callback.
2022-03-10 01:11:27 +03:00
b67f9269f9 Remove NewChat namespace 2022-03-09 18:13:56 +00:00
94ff6a338f Merge branch 'master' into scoreprocessor-rework 2022-03-09 23:04:18 +09:00
df500dec04 Merge pull request #17187 from smoogipoo/fix-playlist-copy
Fix unable to copy playlist rooms without first opening
2022-03-09 23:03:43 +09:00
5fb51b578f Update dependencies
Mainly for a `Clowd.Squirrel` bump to fix https://github.com/ppy/osu/discussions/17190.
2022-03-09 19:09:51 +09:00
02f44d7061 Merge branch 'master' into fix-mod-conversion-exceptions 2022-03-09 18:07:42 +09:00
2eb3365f46 Fix regressing issues when attempting to exit Player after an unsuccessful beatmap load 2022-03-09 17:57:58 +09:00
1ee0be5e39 Ensure gameplay can't start when an UnknownMod is present 2022-03-09 17:57:58 +09:00
0267aed846 Change ToMod to return an UnknownMod rather than throw if a mod isn't available
As seen by this kind of crash, having the `.ToMod` method throw can be
very problematic and also hidden (as it is used inside of models in
places where exceptions are not expected to occur).

Given there are tens of usages of this method, returning a placeholder
mod seems like a better idea than outright throwing.

```
 An unhandled has occurred.
 System.InvalidOperationException:
There is no mod in the ruleset (osu) matching the acronym AS.
 at osu.Game.Online.API.APIMod.ToMod(Ruleset ruleset) in /Users/dean/Projects/osu/osu.Game/Online/API/APIMod.cs:line 54
 at osu.Game.Scoring.ScoreInfo.<get_Mods>b__117_0(APIMod m) in /Users/dean/Projects/osu/osu.Game/Scoring/ScoreInfo.cs:line 193
 at System.Linq.Enumerable.SelectArrayIterator`2.ToArray()
 at osu.Game.Scoring.ScoreInfo.get_Mods() in /Users/dean/Projects/osu/osu.Game/Scoring/ScoreInfo.cs:line 193
 at osu.Game.Screens.Select.Leaderboards.BeatmapLeaderboard.<>c.<subscribeToLocalScores>b__40_2(ScoreInfo s) in /Users/dean/Projects/osu/osu.Game/Screens/Select/Leaderboards/BeatmapLeaderboard.cs:line 199
 at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
 at osu.Game.Database.RealmObjectExtensions.Detach[T](IEnumerable`1 items) in /Users/dean/Projects/osu/osu.Game/Database/RealmObjectExtensions.cs:line 180
 at osu.Game.Screens.Select.Leaderboards.BeatmapLeaderboard.<>c__DisplayClass40_0.<subscribeToLocalScores>g__localScoresChanged|1(IRealmCollection`1 sender, ChangeSet changes, Exception exception) in /Users/dean/Projects/osu/osu.Game/Screens/Select/Leaderboards/BeatmapLeaderboard.cs:line
209
 at Realms.RealmCollectionBase`1.Realms.INotifiable<Realms.NotifiableObjectHandleBase.CollectionChangeSet>.NotifyCallbacks(Nullable`1 changes, Nullable`1 exception)
 at Realms.NotifiableObjectHandleBase.NotifyObjectChanged(IntPtr managedHandle, IntPtr changes, IntPtr exception)
```
2022-03-09 17:57:55 +09:00
8bb07f83cd Merge pull request #17054 from hlysine/mod-adaptive-speed
Implement Adaptive Speed mod
2022-03-09 17:56:34 +09:00
4839bd8044 Notify if copying room fails
Co-authored-by: Dean Herbert <pe@ppy.sh>
2022-03-09 16:47:47 +09:00
520d2d6cfa Fix beatmap carousel panels accepting input while marked as not-visible
This is an issue as carousel panels manage their own animated state. If
they are marked as not-visible (done at a higher level, from filtering
or update pathways) but clicked while fading out, they will animate back
to a visible state but not be marked as visible.

No tests for this one as it's probably not worthwhile to test (and hard
to do so). Manual testing can be done with the following patch:

```diff
diff --git a/osu.Game/Screens/Select/BeatmapCarousel.cs
b/osu.Game/Screens/Select/BeatmapCarousel.cs
index c3d340ac61..3372242acc 100644
--- a/osu.Game/Screens/Select/BeatmapCarousel.cs
+++ b/osu.Game/Screens/Select/BeatmapCarousel.cs
@@ -255,7 +255,7 @@ private void
beatmapSetsChanged(IRealmCollection<BeatmapSetInfo> sender, ChangeS
             }

             foreach (int i in changes.NewModifiedIndices)
-                UpdateBeatmapSet(sender[i].Detach());
+                Scheduler.AddDelayed(() =>
                 UpdateBeatmapSet(sender[i].Detach()), 100, true);

             foreach (int i in changes.InsertedIndices)
                 UpdateBeatmapSet(sender[i].Detach());

```

- Enter gameplay and adjust beatmap offset then return to song select
  and click the flashing panel.
OR
- Enter editor and save then return to song select and click the
  flashing panel.

Closes https://github.com/ppy/osu/discussions/17171.
2022-03-09 16:08:52 +09:00
b07a1e8d09 Fix unable to copy playlist rooms without first opening 2022-03-09 15:38:00 +09:00
ad0ca5673a Fix avatar not clickable after watching replay 2022-03-09 14:39:02 +09:00
6bf436cd62 Only null the realm write task if it actually completed 2022-03-09 13:52:58 +09:00
affcf5180b Merge pull request #17161 from smoogipoo/fix-listing-score-conversion
Fix scores not being recalculated in beatmap overlay
2022-03-09 13:32:45 +09:00
58aef25ad5 Merge pull request #17152 from bdach/mod-overlay/difficulty-multiplier
Implement difficulty multiplier display for new mod select design
2022-03-09 12:11:16 +09:00
b3fd156f10 Merge pull request #17158 from peppy/realm-recover-from-newer-database-version
Add flow to allow recovery after running an older release (with a different realm database version)
2022-03-09 11:30:58 +09:00
7daa2d0ea4 Use correct fonts and colours in ChannelListingItem 2022-03-09 00:36:19 +00:00
7dd51a9c4a Reorder class attributes 2022-03-09 00:12:44 +00:00
a3477c3841 Implement ChannelListing for new chat design
Adds components `ChannelListing` and `ChannelListing` item with visual
test. Essentially a more simplified version of the existing
`ChannelSelectionOverlay` component.

Correctly implements `IFilterable` behaviour to filter child channel
items. Channel joined state is based on the underlying `Joined` bindable
of the `Channel` class.

Channel join/leave events are exposed via `OnRequestJoin` and
`OnRequestLeave` events which should be handled by parent component.

Requires a cached `OverlayColourScheme` instance to be provided by the
parent overlay component when added.
2022-03-08 22:30:58 +00:00
a2ef086c1f Fix potential crash on rare incorrect firing of skin dropdown update methods
As brought to light by https://gist.github.com/smoogipoo/56eda7ab56b9d1966556f2ca7a80a847.

There's a chance that the dropdown is not populated by the time
`updateSelectedSkinFromConfig` is fired via an external means (config
changes).
2022-03-09 01:08:13 +09:00
512536f5fe Fix unconditional null in Equals implementation 2022-03-08 23:25:51 +09:00
6fd8b4d891 Safeguard method against invalid invocation 2022-03-08 22:30:44 +09:00
f1c40bd9ed Rework GetScore() method signatures + implementations
Rename legacy-facing overload to mention as much
2022-03-08 22:30:44 +09:00
a8e99f1a95 Calculate classic score using total basic hitobject count 2022-03-08 21:49:41 +09:00
5b6b8d1fa9 Remove GetStandardisedScore() proxy method 2022-03-08 21:49:41 +09:00
6654977a7b Add GetScore() overload with total hitobject count 2022-03-08 21:49:41 +09:00
2c382bd1d9 Rename GetImmediateScore() as overload of GetScore() 2022-03-08 21:49:40 +09:00
c867068cae Update framework 2022-03-08 21:15:14 +09:00
da7c6f1772 Merge branch 'master' into chat-mention-highlight 2022-03-08 21:15:12 +09:00
a352a140bc Merge pull request #17157 from peppy/fix-statistics-json-serialisation
Fix incorrect serialisation of submitted scores
2022-03-08 20:20:31 +09:00
960b6528ca Ensure the value used during realm async write is the same as whe compared for equality 2022-03-08 19:36:23 +09:00
daa42584f4 Fix feedback from realm writes causing offset slider to jump around 2022-03-08 19:36:08 +09:00
4603e082f5 Merge pull request #17160 from peppy/remove-unnecessary-user-submittable-score
Remove `user` from `SubmittableScore`
2022-03-08 19:34:47 +09:00
f5cd967635 Fix scores not being recalculated in beatmap listing 2022-03-08 19:07:39 +09:00