Commit Graph

29876 Commits

Author SHA1 Message Date
d6e68feadc Merge pull request #15948 from bdach/beatmap-card/difficulty-dropdown
Add difficulty dropdown to beatmap card
2021-12-07 23:40:06 +09:00
a8c20368c0 Merge pull request #15976 from smoogipoo/add-modes-to-room-panels
Add match type and queue mode to multiplayer room panels
2021-12-07 22:08:30 +09:00
4683193f09 Move implementation to base class 2021-12-07 20:36:39 +09:00
5ffe702dd6 Add match type and queue mode to multiplayer room panels 2021-12-07 18:57:13 +09:00
9978caab12 Update framework 2021-12-07 18:37:30 +09:00
dea7f2308c Fix participant panels potentially keeping a reference to an old user
If a user leave and then rejoins a multiplayer match while another user
is not at the lobby screen, there is a potential the `ParticipantPanel`
tracking the user will not correctly be recreated to reference the new
instance of the `MultiplayerUser`.

This happens because the `OnRoomUpdated` call is scheduled, which means
it is not running in the background, coupled with the local logic that
relies on `IEquatable(MultiplayerRoomUser)` (which in turn falls back to
a UserID comparison).

Changing this to a reference comparison is the easiest way to resolve
this. Whether we change the `IEquatable` implementation is up for
discussion.

Closes https://github.com/ppy/osu/issues/15970.
2021-12-07 17:24:04 +09:00
cfa712473d Use default timeout in GetPlayableBeatmap when provided CancellationToken is default 2021-12-07 13:33:41 +09:00
f3e9fb76fc Add the ability to pass a CancellationToken through DifficultyCalculator.CalculateAll
Was weirdly missing from this one method.
2021-12-07 13:32:47 +09:00
974987550f Move API request response size log to correct logging target 2021-12-07 04:01:56 +03:00
999bba439f Clarify usages of reverse child ID flow with inline comments 2021-12-06 21:02:40 +01:00
82ed8eae6b Ensure hover handling container always calls base on hover events 2021-12-06 21:02:40 +01:00
ccfc361626 Apply naming suggestions 2021-12-06 21:02:38 +01:00
4278a320e4 Fix skin setting resetting every launch
The reason this was happening was an unfortunate oversight in the
migration logic. The code that was attempting to parse the skin settings
as `int` was firing regardless of whether a skin migration from EF to
realm had already occurred. If it had occurred, the skin setting would
contain a GUID rather than an integer, and therefore fail to parse, and
therefore implicitly fallback to a EF skin ID of 0 which would be the
default skin.

Fix by not running the setting migrating logic at all when there are no
EF skins to migrate.
2021-12-06 20:12:02 +01:00
d5cdb1bb87 Update test multiplayer client implementation 2021-12-07 00:01:07 +09:00
3e27859e4f Update framework 2021-12-06 22:47:07 +09:00
7ef960839b Merge pull request #15898 from peppy/skin-export-instntiation-info
Serialise and deserialise `SkinInfo.InstantiationInfo` to allow for more correct imports
2021-12-06 22:08:20 +09:00
9033169177 Merge pull request #15951 from peppy/fix-failing-recorder-tests-w
Fix intermittent test failures in scenes using `SpectatorClient`
2021-12-06 18:40:27 +09:00
07abcf04b4 Merge branch 'master' into realm-integration/skins-filename-lookup-performance 2021-12-06 17:13:33 +09:00
68b482fc48 Merge branch 'master' into skin-export-instntiation-info 2021-12-06 17:12:42 +09:00
cf34b3f70e Merge pull request #15859 from peppy/realm-integration/skins-rebase
Use realm for skins
2021-12-06 17:12:23 +09:00
7a333ffdcc Add a paired schedule in SpectatorClient.BeginPlaying
Optimally, I would like to remove the `Schedule` in `EndPlaying`, but it
turns out quite a few test are relying on this at very least. Adding a
paired schedule ensure that order of operations is correct, at least.
2021-12-06 17:07:19 +09:00
310e503b85 Merge pull request #15950 from peppy/fix-incorrect-match-current-beatmap
Ensure user is returned to the `RoomSubScreen` before gameplay is started
2021-12-06 16:34:46 +09:00
991becdfa7 Merge branch 'master' into realm-integration/skins-rebase 2021-12-06 16:34:31 +09:00
a13067eaa4 Merge pull request #15929 from smoogipoo/update-test-multiplayer-client
Update test multiplayer client to match server implementation
2021-12-06 15:57:08 +09:00
452fa93444 Merge branch 'master' into realm-integration/skins-rebase 2021-12-06 15:21:02 +09:00
fae41b2182 Remove one more piece of code 2021-12-06 15:17:33 +09:00
5be74af8fe Update addItem() implementation 2021-12-06 15:09:06 +09:00
0ea7a69084 Ensure user is returned to the RoomSubScreen before gameplay is started
This covers the scenario where a user may be at the song select screen
while another user (the room host) starts the match. This was only made
possible with the new queue modes, so is quite a recent regression.
2021-12-06 14:03:52 +09:00
a76cfbea21 Add test coverage of incorrect beatmap being used in multiplayer when match started from song select 2021-12-06 14:03:33 +09:00
ca1f96d2c2 Reword xmldoc of MultiplayerPlaylistItem.PlaylistOrder to better match actual behaviour 2021-12-06 13:03:14 +09:00
0f74389389 Add scrolling for long difficulty lists in beatmap card 2021-12-05 20:17:59 +01:00
af35652b8b Disable beatmap card expansion on solo spectator screen 2021-12-05 20:07:58 +01:00
af10223ac4 Add reverse fill flows & depth specs at usage sites for correct Z-ordering 2021-12-05 20:07:46 +01:00
e451e43b90 Implement input handling behaviour of beatmap card dropdown 2021-12-05 16:31:45 +01:00
250e5b47b7 Move "extra info" beatmap card row to separate component 2021-12-05 15:52:19 +01:00
3fea8d5e62 Implement visual behaviour of expanded card state 2021-12-05 15:48:02 +01:00
a07f8c74dc Add basic structure for composable card dropdown 2021-12-05 15:26:37 +01:00
81215b9f0e Use correct effect points when EarlyActivationMilliseconds is not zero 2021-12-04 22:31:55 -06:00
504210a6cd Merge branch 'master' into multiplayer-room-composite-event-debounce-fix 2021-12-04 17:50:32 +01:00
e1897f9998 Don't debounce MultiplayerRoomComposite events
This avoids accidental usage which could result in data being lost or
ignored (as only the last `user` in a single frame would arrive).

This was added specifically to debounce sample playback, but given that
it's only debouncing on a single frame (hardly noticeable) I'm not going
to add back support for that yet. It should be handled by sample
playback concurrency or something more local to the usage.
2021-12-05 01:38:39 +09:00
f051720fa1 Fix score encoder being dependent on current culture
As it turns out, on some cultures, the "negative integer" sign is not
encoded using the U+002D HYPHEN-MINUS codepoint. For instance, Swedish
uses U+2212 MINUS SIGN instead. This was confusing the legacy decoder,
since it is correctly depending on the serialisation being
culture-independent.

To fix, ensure that the special "end replay" frame, as well as the
replay MD5 hash, are generated in a culture-invariant manner.

Thankfully the replay MD5 hash is currently being discarded in
`LegacyScoreDecoder`, so it changing in future scores should not have
any negative effect on lazer operation.
2021-12-04 17:13:43 +01:00
38702beabf Merge branch 'master' into i-ruleset-store 2021-12-04 15:05:39 +01:00
53a6ef22ce Add null check to resolve inspection 2021-12-04 14:55:35 +01:00
85d3b70d8c Update test multiplayer client to match server-side 2021-12-04 22:34:38 +09:00
517a344bcc Merge branch 'master' into new-multiplayer-playlist 2021-12-04 13:16:09 +09:00
f4e07f1483 Merge branch 'master' into diffcalc-cli-arg 2021-12-03 20:34:59 +09:00
d5803e541b Give playlist items a PlayedAt date 2021-12-03 20:25:51 +09:00
4145a16d5b Merge pull request #15920 from peppy/clean-up-unused-resolves
Clean up unused resolved properties
2021-12-03 20:08:48 +09:00
e350c68b5f Merge pull request #15918 from peppy/volume-adjust-during-gameplay-alt-exception
Fix alt-scroll not adjusting volume in gameplay when scroll wheel is disabled
2021-12-03 19:09:20 +09:00
1eed2436e6 Clean up unused resolved properties 2021-12-03 18:49:49 +09:00