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Avoid updates (and update notifications) from appearing in more gameplay cases #30073

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merged 18 commits into from
Oct 8, 2024

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@peppy peppy commented Oct 1, 2024

Second attempt at #29657 taking on feedback from #29657 (comment).

  • RFC, haven't tested update flow yet.

Closes #29341.

Comment on lines 391 to 393
BeatmapManager.PauseImports = p.NewValue != LocalUserPlayingStates.NotPlaying;
SkinManager.PauseImports = p.NewValue != LocalUserPlayingStates.NotPlaying;
ScoreManager.PauseImports = p.NewValue != LocalUserPlayingStates.NotPlaying;
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Note that this stops imports from running during break time and on the fail screen, which is an extra win.

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just a cursory read of structure, haven't examined the logic in detail yet (or tested)


namespace osu.Game.Screens.Play
{
public enum LocalUserPlayingStates
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Bit weird for this enum name to be in plural, I'd normally expect LocalUserPlayingState...?

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I originally had it plural to avoid the classic namespace conflict with field (was called PlayingState). Can go with non-plural not, sure.

@@ -94,6 +94,7 @@ public abstract partial class Player : ScreenWithBeatmapBackground, ISamplePlayb
public IBindable<bool> LocalUserPlaying => localUserPlaying;
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I'd argue this should no longer be public (or even exist).

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Yeah, it's gonna touch a lot of tests though (take a quick look and see if you thing it's worth it)

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As far as I can see the extent of it is mostly asserts, right? If that is accurate then I think it's worth getting rid just to lower the redundancy around here. I'll have to cross-check all of the existing conditional changes anyway to make sure nothing slipped by so that seems like a rather minor inconvenience from both authoring and reviewing angles.

Comment on lines 393 to 394
// For scores, we need to allow imports during "Break" state else local user's scores will never be imported.
ScoreManager.PauseImports = p.NewValue == LocalUserPlayingStates.Playing;
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This is weird, can the state not transition to NotPlaying on gameplay completion or something?

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Can try and make that happen sure.

@@ -508,7 +508,7 @@ private void onBreakTimeChanged(ValueChangedEvent<bool> isBreakTime)

private void updateGameplayState()
{
bool inGameplay = !DrawableRuleset.HasReplayLoaded.Value;
bool inGameplay = !DrawableRuleset.HasReplayLoaded.Value && !GameplayState.HasPassed;
bool inBreak = breakTracker.IsBreakTime.Value || DrawableRuleset.IsPaused.Value || GameplayState.HasFailed;
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Hmm with failing being considered as "break" I'm not sure the ScoreManager.PauseImports change is entirely correct. I'd say any sort of gameplay completion should transition the state to NotPlaying...?

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The reason I didn't originally add failing is that I thought we'd want things like imports to stay blocked while at the fail screen (else they may continue into the start of the next play). I think it's also quite crippling when imports run during HighPerformanceSession. But maybe this is an edge case we just allow to happen for now?

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we'd want things like imports to stay blocked while at the fail screen

Except for the part where you can request the failed play to be imported at the fail screen which will presumably deadlock now.

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Yeah, probably need a test and just doing as you say for now.

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bdach commented Oct 4, 2024

Not sure of the status or urgency of this, are you looking to still check off the todo item in the OP or should I consider doing so part of review?

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peppy commented Oct 4, 2024

I'll test this now, forgot.

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peppy commented Oct 4, 2024

In testing it looks to work as expected.

Tested using inserted Task.Delay() to make sure I had enough time to get to gameplay. If you test, it's as simple as running dotnet run on osu-deploy and "installing" the game (however that is required by your testing platform).

We have downgrades enabled so it will detect the last published version and start to download / update to it.

@peppy peppy added next release Pull requests which are almost there. We'll aim to get them in the next release, but no guarantees! and removed next release Pull requests which are almost there. We'll aim to get them in the next release, but no guarantees! labels Oct 4, 2024
Comment on lines 14 to 15
private Bindable<bool> localUserPlaying = null!;
private IBindable<LocalUserPlayingStates> localUserPlaying = null!;
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@smoogipoo smoogipoo Oct 7, 2024

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What happened here? The class doesn't exist? See android build failure.

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Probably something something missed in the rename because osu.Desktop.slnf.

Suggested change
private Bindable<bool> localUserPlaying = null!;
private IBindable<LocalUserPlayingStates> localUserPlaying = null!;
private Bindable<bool> localUserPlaying = null!;
private IBindable<LocalUserPlayingState> localUserPlaying = null!;

probably fixes.

@smoogipoo smoogipoo self-requested a review October 7, 2024 07:45
At this point the update is already started in the background but I
guess we can still block the notification from interrupting the user.
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From a structural perspective, I really really don't like this one.

We have way too many states flying around right now:

Resulting in a 19 file diff that is pretty rough to review.

Not mentioned here: what is a "local user playing state"? why is it not a "gameplay state"? we already have a GameplayState why can't that be used? do we really need to wrap one bindable in an interface like this?

While I'm going to grit my teeth and continue powering through this one given that it's the second attempt, in the future I suggest we use SessionStatics for this.

smoogipoo
smoogipoo previously approved these changes Oct 7, 2024
A `false` value marks the user as being on the latest release, and
notifies them as such when clicking the button in settings. In reality,
we don't know whether this is the case yet - we're just deferring the
check.

Somewhat minor change because the chance of a user manually going into
settings and clicking the button is very small.
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Have made a few changes here, please check the last few commits @peppy

@@ -10,7 +10,7 @@ namespace osu.Game.Input
{
public partial class OsuUserInputManager : UserInputManager
{
protected override bool AllowRightClickFromLongTouch => PlayingState.Value == LocalUserPlayingState.NotPlaying;
protected override bool AllowRightClickFromLongTouch => PlayingState.Value != LocalUserPlayingState.Playing;
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@peppy peppy Oct 7, 2024

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Arguable. I set this to avoid the silly hold ring from showing during breaks. And there's nothing at pause / fail that needs right click.

But if you feel strong about this then I'm fine with this change.

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Isn't the rest of the game interface technically available at the pause/fail screen? If you have a keyboard you can access settings, chat, user overlay, beatmap overlay, etc?

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@smoogipoo smoogipoo Oct 8, 2024

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Also, as far as I can tell this is a revert to master. That said, I haven't gone through the other cases like GameplayScreenRotationLocker which change logic from master (again, as far as I can tell). Am I misunderstanding things?

We discussed yesterday what would it take to make it so that PR reviews didn't take many times longer than actually making changes - not making subtle changes like this would help.

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Fine to go with as you have it, will revisit in a future.

@peppy peppy merged commit b658d9a into ppy:master Oct 8, 2024
11 of 13 checks passed
@peppy peppy deleted the updates-outside-of-gameplay-only-2 branch October 8, 2024 10:44
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Notifications can kick players from live games
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