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Merge pull request #2159 from naoey/fix-unplayable-beatmaps
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Make song select ensure current beatmap is always playable in the active ruleset
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peppy committed Mar 10, 2018
2 parents a9327ea + db2a663 commit 3a5283f
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Showing 3 changed files with 88 additions and 20 deletions.
42 changes: 41 additions & 1 deletion osu.Game.Tests/Visual/TestCaseBeatmapCarousel.cs
Expand Up @@ -12,6 +12,7 @@
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Rulesets;
using osu.Game.Screens.Select;
using osu.Game.Screens.Select.Carousel;
using osu.Game.Screens.Select.Filter;
Expand All @@ -22,6 +23,7 @@ namespace osu.Game.Tests.Visual
public class TestCaseBeatmapCarousel : OsuTestCase
{
private TestBeatmapCarousel carousel;
private RulesetStore rulesets;

public override IReadOnlyList<Type> RequiredTypes => new[]
{
Expand All @@ -46,8 +48,10 @@ public class TestCaseBeatmapCarousel : OsuTestCase
private const int set_count = 5;

[BackgroundDependencyLoader]
private void load()
private void load(RulesetStore rulesets)
{
this.rulesets = rulesets;

Add(carousel = new TestBeatmapCarousel
{
RelativeSizeAxes = Axes.Both,
Expand Down Expand Up @@ -75,6 +79,7 @@ private void load()
testRemoveAll();
testEmptyTraversal();
testHiding();
testSelectingFilteredRuleset();
}

private void ensureRandomFetchSuccess() =>
Expand Down Expand Up @@ -363,6 +368,41 @@ void setHidden(int diff, bool hidden = true)
}
}

private void testSelectingFilteredRuleset()
{
var testMixed = createTestBeatmapSet(set_count + 1);
AddStep("add mixed ruleset beatmapset", () =>
{
for (int i = 0; i <= 2; i++)
{
testMixed.Beatmaps[i].Ruleset = rulesets.AvailableRulesets.ElementAt(i);
testMixed.Beatmaps[i].RulesetID = i;
}
carousel.UpdateBeatmapSet(testMixed);
});
AddStep("filter to ruleset 0", () =>
carousel.Filter(new FilterCriteria { Ruleset = rulesets.AvailableRulesets.ElementAt(0) }, false));
AddStep("select filtered map skipping filtered", () => carousel.SelectBeatmap(testMixed.Beatmaps[1], false));
AddAssert("unfiltered beatmap selected", () => carousel.SelectedBeatmap.Equals(testMixed.Beatmaps[0]));

AddStep("remove mixed set", () =>
{
carousel.RemoveBeatmapSet(testMixed);
testMixed = null;
});
var testSingle = createTestBeatmapSet(set_count + 2);
testSingle.Beatmaps.ForEach(b =>
{
b.Ruleset = rulesets.AvailableRulesets.ElementAt(1);
b.RulesetID = b.Ruleset.ID ?? 1;
});
AddStep("add single ruleset beatmapset", () => carousel.UpdateBeatmapSet(testSingle));
AddStep("select filtered map skipping filtered", () => carousel.SelectBeatmap(testSingle.Beatmaps[0], false));
checkNoSelection();
AddStep("remove single ruleset set", () => carousel.RemoveBeatmapSet(testSingle));
}

private BeatmapSetInfo createTestBeatmapSet(int id)
{
return new BeatmapSetInfo
Expand Down
33 changes: 28 additions & 5 deletions osu.Game/Screens/Select/BeatmapCarousel.cs
Expand Up @@ -169,20 +169,43 @@ public void UpdateBeatmapSet(BeatmapSetInfo beatmapSet)
});
}

public void SelectBeatmap(BeatmapInfo beatmap)
/// <summary>
/// Selects a given beatmap on the carousel.
///
/// If bypassFilters is false, we will try to select another unfiltered beatmap in the same set. If the
/// entire set is filtered, no selection is made.
/// </summary>
/// <param name="beatmap">The beatmap to select.</param>
/// <param name="bypassFilters">Whether to select the beatmap even if it is filtered (i.e., not visible on carousel).</param>
/// <returns>True if a selection was made, False if it wasn't.</returns>
public bool SelectBeatmap(BeatmapInfo beatmap, bool bypassFilters = true)
{
if (beatmap?.Hidden != false)
return;
return false;

foreach (CarouselBeatmapSet group in beatmapSets)
foreach (CarouselBeatmapSet set in beatmapSets)
{
var item = group.Beatmaps.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
if (!bypassFilters && set.Filtered)
continue;

var item = set.Beatmaps.FirstOrDefault(p => p.Beatmap.Equals(beatmap));

if (item == null)
// The beatmap that needs to be selected doesn't exist in this set
continue;

if (!bypassFilters && item.Filtered)
// The beatmap exists in this set but is filtered, so look for the first unfiltered map in the set
item = set.Beatmaps.FirstOrDefault(b => !b.Filtered);

if (item != null)
{
select(item);
return;
return true;
}
}

return false;
}

/// <summary>
Expand Down
33 changes: 19 additions & 14 deletions osu.Game/Screens/Select/SongSelect.cs
Expand Up @@ -214,11 +214,7 @@ private void load(BeatmapManager beatmaps, AudioManager audio, DialogOverlay dia
Beatmap.DisabledChanged += disabled => Carousel.AllowSelection = !disabled;
Beatmap.TriggerChange();

Beatmap.ValueChanged += b =>
{
if (IsCurrentScreen)
Carousel.SelectBeatmap(b?.BeatmapInfo);
};
Beatmap.ValueChanged += workingBeatmapChanged;
}

public void Edit(BeatmapInfo beatmap)
Expand Down Expand Up @@ -261,6 +257,17 @@ public void FinaliseSelection(BeatmapInfo beatmap = null)
// We need to keep track of the last selected beatmap ignoring debounce to play the correct selection sounds.
private BeatmapInfo beatmapNoDebounce;

private void workingBeatmapChanged(WorkingBeatmap beatmap)
{
if (IsCurrentScreen && !Carousel.SelectBeatmap(beatmap?.BeatmapInfo, false))
// If selecting new beatmap without bypassing filters failed, there's possibly a ruleset mismatch
if (beatmap?.BeatmapInfo?.Ruleset != null && beatmap.BeatmapInfo.Ruleset != Ruleset.Value)
{
Ruleset.Value = beatmap.BeatmapInfo.Ruleset;
Carousel.SelectBeatmap(beatmap.BeatmapInfo);
}
}

/// <summary>
/// selection has been changed as the result of interaction with the carousel.
/// </summary>
Expand Down Expand Up @@ -450,16 +457,14 @@ private void ensurePlayingSelected(bool preview = false)

private void carouselBeatmapsLoaded()
{
if (!Beatmap.IsDefault && Beatmap.Value.BeatmapSetInfo?.DeletePending == false && Beatmap.Value.BeatmapSetInfo?.Protected == false)
{
Carousel.SelectBeatmap(Beatmap.Value.BeatmapInfo);
}
else if (Carousel.SelectedBeatmapSet == null)
if (!Beatmap.IsDefault && Beatmap.Value.BeatmapSetInfo?.DeletePending == false && Beatmap.Value.BeatmapSetInfo?.Protected == false && Carousel.SelectBeatmap(Beatmap.Value.BeatmapInfo, false))
return;

if (Carousel.SelectedBeatmapSet == null && !Carousel.SelectNextRandom())
{
if (!Carousel.SelectNextRandom())
// in the case random selection failed, we want to trigger selectionChanged
// to show the dummy beatmap (we have nothing else to display).
carouselSelectionChanged(null);
// in the case random selection failed, we want to trigger selectionChanged
// to show the dummy beatmap (we have nothing else to display).
carouselSelectionChanged(null);
}
}

Expand Down

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