22551 Commits

Author SHA1 Message Date
Bartłomiej Dach
dee46d7ba2 Use GroupBy() instead 2021-01-16 23:42:28 +01:00
Bartłomiej Dach
bb0d289993 Split variable for readability 2021-01-16 23:24:28 +01:00
Bartłomiej Dach
1d7be6a604 Merge branch 'master' into android-multiple-import-support-suppot 2021-01-16 23:13:11 +01:00
Bartłomiej Dach
c80e9c08fd
Merge branch 'master' into net5.0 2021-01-16 16:07:44 +01:00
Bartłomiej Dach
d9b671667b Merge branch 'master' into fix-judgement-animation-conditional 2021-01-15 22:10:17 +01:00
Bartłomiej Dach
3c1a86d11d Trim braces for consistency 2021-01-15 22:04:45 +01:00
Dean Herbert
ed78be825f Fix editor timeline not snapping on non-precise wheel scroll
For wheel input with precision, we still prefer exact tracking for now.
May change this in the future based on feedback from mappers, but it
makes little sense to do non-snapped scrolling when input is coming from
a non-precise source.
2021-01-15 15:47:42 +09:00
Dean Herbert
c3049f431a
Merge branch 'master' into net5.0 2021-01-15 15:23:41 +09:00
Dean Herbert
2b578e97e5 Fix deadlock scenario when calculating fallback difficulty
The previous code would run a calcaulation for the beatmap's own ruleset
if the current one failed. While this does make sense, with the current
way we use this component (and the implementation flow) it is quite unsafe.

The to the call on `.Result` in the `catch` block, this would 100%
deadlock due to the thread concurrency of the `ThreadedTaskScheduler`
being 1. Even if the nested run could be run inline (it should be), the
task scheduler won't even get to the point of checking whether this is
feasible due to it being saturated by the already running task.

I'm not sure if we still need this fallback lookup logic. After removing
it, it's feasible that 0 stars will be returned during the scenario that
previously caused a deadlock, but I don't necessarily think this is
incorrect. There may be another reason for this needing to exist which
I'm not aware of (diffcalc?) but if that's the case we may want to move
the try-catch handling to the point of usage.

To reproduce the deadlock scenario with 100% success (the repro
instructions in the linked issue aren't that simple and require some
patience and good timing), the main portion of the lookup can be changed
to randomly trigger a nested lookup:

```
if (RNG.NextSingle() > 0.5f)
    return GetAsync(new
DifficultyCacheLookup(key.Beatmap, key.Beatmap.Ruleset,
key.OrderedMods)).Result;
else
    return new StarDifficulty(attributes);
```

After switching beatmap once or twice, pausing debug and viewing the
state of threads should show exactly what is going on.
2021-01-15 15:19:12 +09:00
Dean Herbert
ede5abdba4 Fix unstable multiplayer room ordering when selection is made 2021-01-15 15:19:12 +09:00
Dean Herbert
b8c85ef017 Revert polling changes to fix participant list display
It turns out this polling was necessary to get extra data that isn't
included in the main listing request. It was removed deemed useless, and
in order to fix the order of rooms changing when selecting a room.
Weirdly, I can't reproduce this happening any more, and on close
inspection of the code can't see how it could happen in the first place.

For now, let's revert this change and iterate from there, if/when the
same issue arises again.

I've discussed avoiding this second poll by potentially including more
data (just `user_id`s?) in the main listing request, but not 100% sure
on this - even if the returned data is minimal it's an extra join
server-side, which could cause performance issues for large numbers of
rooms.
2021-01-15 15:19:12 +09:00
Dean Herbert
e0a4a666c8 Remove unnecessary workaround (mentioned package is pinned by SignalR to a working version) 2021-01-15 15:01:16 +09:00
Dean Herbert
f42a6270bb Update framework (again) for native libs fix 2021-01-15 14:57:01 +09:00
Dean Herbert
86f66727de Update KeyBinding usages in line with interface changes 2021-01-15 14:57:01 +09:00
Dean Herbert
ebbc32adfa Change conditional used to decide legacy judgement animation to match stable
In stable, the type of legacy judgement to show is based on the presence
of particle textures in the skin. We were using the skin version
instead, which turns out to be incorrect and not what some user skins
expect.

Closes #11078.
2021-01-15 14:51:27 +09:00
Dan Balasescu
40f020c683
Merge pull request #11494 from peppy/fix-beatmap-carousel-incorrect-sample
Fix the beatmap carousel playing the difficulty change sample on beatmap change
2021-01-15 14:47:00 +09:00
Dean Herbert
0a65ae8f1e Fix the beatmap carousel playing the difficulty change sample on beatmap change 2021-01-15 14:07:24 +09:00
Dean Herbert
4cccde9007 Update framework 2021-01-15 13:20:46 +09:00
Dan Balasescu
67b5ebadf5
Merge branch 'master' into fix-is-connected-thread-safety 2021-01-15 12:56:21 +09:00
Dan Balasescu
3e8732a59f
Merge branch 'master' into fix-participants-list 2021-01-14 21:30:53 +09:00
Dan Balasescu
063acefd5c
Merge branch 'master' into fix-difficulty-calculation-deadlock 2021-01-14 20:32:43 +09:00
Roman Kapustin
0ea4e221b2 Merge branch 'master' into net5.0 2021-01-14 14:02:51 +03:00
Dean Herbert
862cb1412c
Merge pull request #11410 from frenzibyte/user-beatmap-downloading-states
Add change state methods for multiplayer user beatmap availability
2021-01-14 18:42:26 +09:00
Dean Herbert
8a0b975d71 Fix deadlock scenario when calculating fallback difficulty
The previous code would run a calcaulation for the beatmap's own ruleset
if the current one failed. While this does make sense, with the current
way we use this component (and the implementation flow) it is quite unsafe.

The to the call on `.Result` in the `catch` block, this would 100%
deadlock due to the thread concurrency of the `ThreadedTaskScheduler`
being 1. Even if the nested run could be run inline (it should be), the
task scheduler won't even get to the point of checking whether this is
feasible due to it being saturated by the already running task.

I'm not sure if we still need this fallback lookup logic. After removing
it, it's feasible that 0 stars will be returned during the scenario that
previously caused a deadlock, but I don't necessarily think this is
incorrect. There may be another reason for this needing to exist which
I'm not aware of (diffcalc?) but if that's the case we may want to move
the try-catch handling to the point of usage.

To reproduce the deadlock scenario with 100% success (the repro
instructions in the linked issue aren't that simple and require some
patience and good timing), the main portion of the lookup can be changed
to randomly trigger a nested lookup:

```
if (RNG.NextSingle() > 0.5f)
    return GetAsync(new
DifficultyCacheLookup(key.Beatmap, key.Beatmap.Ruleset,
key.OrderedMods)).Result;
else
    return new StarDifficulty(attributes);
```

After switching beatmap once or twice, pausing debug and viewing the
state of threads should show exactly what is going on.
2021-01-14 18:25:34 +09:00
Dean Herbert
6eca8eac65
Merge pull request #11479 from smoogipoo/fix-judgement-1-frame-issue
Fix default judgement text mispositioned for one frame
2021-01-14 13:14:50 +09:00
smoogipoo
d5878db615 Fix default judgement text mispositioned for one frame 2021-01-14 12:33:33 +09:00
Salman Ahmed
95acc457aa Fix stupid mistake
fuck.
2021-01-13 22:35:21 +03:00
Salman Ahmed
560b1e970c
Merge branch 'master' into user-beatmap-downloading-states 2021-01-13 22:31:31 +03:00
Salman Ahmed
1f12b2bd09 Rename download state Downloaded to Importing 2021-01-13 18:04:53 +03:00
Bartłomiej Dach
2d3cacca11 Fix non-hosts crashing on load requested
`onLoadRequested()` always released the `readyClickOperation` ongoing
operation, without checking whether it actually needs to/should (it
should only do so if the action initiating the operation was starting
the game by the host). This would crash all other consumers, who already
released the operation when their ready-up operation completed server
side.

To resolve, relax the constraint such that the operation can be ended
multiple times in any order. At the end of the day the thing that
matters is that the operation is done and the ready button is unblocked.
2021-01-13 00:58:53 +01:00
Dean Herbert
7298adc9d9 Fix non-threadsafe usage of MultiplayerClient.IsConnected 2021-01-12 19:04:16 +09:00
Dean Herbert
b51b07c3a9 Fix unstable multiplayer room ordering when selection is made 2021-01-12 18:05:29 +09:00
smoogipoo
9a22df2b88 Fix BPM multiplier not working in all cases 2021-01-12 17:50:22 +09:00
Dean Herbert
422260797b Revert polling changes to fix participant list display
It turns out this polling was necessary to get extra data that isn't
included in the main listing request. It was removed deemed useless, and
in order to fix the order of rooms changing when selecting a room.
Weirdly, I can't reproduce this happening any more, and on close
inspection of the code can't see how it could happen in the first place.

For now, let's revert this change and iterate from there, if/when the
same issue arises again.

I've discussed avoiding this second poll by potentially including more
data (just `user_id`s?) in the main listing request, but not 100% sure
on this - even if the returned data is minimal it's an extra join
server-side, which could cause performance issues for large numbers of
rooms.
2021-01-12 17:26:00 +09:00
Bartłomiej Dach
0d5fbb15ac Fix up code comments
Default value restated in xmldoc was snipped because it's made redundant
by the initialiser and possibly bound to be outdated at some point.
2021-01-11 20:31:52 +01:00
Salman Ahmed
90fb67b377 Update code in-line with decided direction 2021-01-11 20:52:24 +03:00
Dean Herbert
dd809df076
Merge pull request #11118 from MiraiSubject/tourney-switching-ui
Add the ability to switch tournaments to the SetupScreen
2021-01-11 16:36:45 +09:00
Salman Ahmed
2286e3679f Downloaded -> Importing 2021-01-11 08:21:07 +03:00
Salman Ahmed
a8dfa5e2a9 Rename typo'd method 2021-01-11 08:04:00 +03:00
Salman Ahmed
e99310b59c Add JsonConstructor attribute 2021-01-11 08:02:57 +03:00
Dean Herbert
d2ca6da0fd Remove unused constant 2021-01-11 01:56:09 +09:00
Dean Herbert
bd37723788 Expose as IBindable for added safety 2021-01-11 01:55:54 +09:00
Dean Herbert
e4eb44df6e Merge branch 'master' into fix-play-button-crashes 2021-01-11 01:46:41 +09:00
Shivam
959696c296 Merge branch 'master' into tourney-switching-ui 2021-01-10 17:34:03 +01:00
Shivam
e5c670f843 Merge branch 'master' into tourney-switching-ui 2021-01-10 17:33:52 +01:00
Bartłomiej Dach
d110ed9e95 Merge branch 'master' into fix-mod-buttons-not-copying-settings 2021-01-10 15:42:33 +01:00
Bartłomiej Dach
4b4adc927c Rename param to match method body 2021-01-10 15:35:53 +01:00
Dean Herbert
4e32b0d6de
Merge branch 'master' into ongoing-operation-tracker-safety 2021-01-10 23:05:03 +09:00
Dean Herbert
95ad324a39
Merge branch 'master' into fix-mod-buttons-not-copying-settings 2021-01-10 23:01:54 +09:00
Dean Herbert
e81f9e358e
Merge pull request #11448 from bdach/fix-editor-enter-crash
Fix editor crashing on enter if login overlay was previously opened
2021-01-10 12:59:47 +09:00