Merge pull request #18093 from peppy/dialog-overlay-thread-woes

Fix dialogs pushed to `DialogOverlay` too early potentially doing cross-thread transforms
This commit is contained in:
Dan Balasescu 2022-05-05 21:44:52 +09:00 committed by GitHub
commit 8ac4d72dc8
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2 changed files with 61 additions and 22 deletions

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@ -1,10 +1,12 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Threading;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Testing;
using osu.Game.Overlays;
using osu.Game.Overlays.Dialog;
@ -15,15 +17,11 @@ namespace osu.Game.Tests.Visual.UserInterface
{
private DialogOverlay overlay;
[SetUpSteps]
public void SetUpSteps()
{
AddStep("create dialog overlay", () => Child = overlay = new DialogOverlay());
}
[Test]
public void TestBasic()
{
AddStep("create dialog overlay", () => Child = overlay = new DialogOverlay());
TestPopupDialog firstDialog = null;
TestPopupDialog secondDialog = null;
@ -37,12 +35,12 @@ namespace osu.Game.Tests.Visual.UserInterface
new PopupDialogOkButton
{
Text = @"I never want to see this again.",
Action = () => System.Console.WriteLine(@"OK"),
Action = () => Console.WriteLine(@"OK"),
},
new PopupDialogCancelButton
{
Text = @"Firetruck, I still want quick ranks!",
Action = () => System.Console.WriteLine(@"Cancel"),
Action = () => Console.WriteLine(@"Cancel"),
},
},
}));
@ -87,9 +85,49 @@ namespace osu.Game.Tests.Visual.UserInterface
AddAssert("first dialog is not part of hierarchy", () => firstDialog.Parent == null);
}
[Test]
public void TestPushBeforeLoad()
{
PopupDialog dialog = null;
AddStep("create dialog overlay", () => overlay = new SlowLoadingDialogOverlay());
AddStep("start loading overlay", () => LoadComponentAsync(overlay, Add));
AddStep("push dialog before loaded", () =>
{
overlay.Push(dialog = new TestPopupDialog
{
Buttons = new PopupDialogButton[]
{
new PopupDialogOkButton { Text = @"OK" },
},
});
});
AddStep("complete load", () => ((SlowLoadingDialogOverlay)overlay).LoadEvent.Set());
AddUntilStep("wait for load", () => overlay.IsLoaded);
AddAssert("dialog displayed", () => overlay.CurrentDialog == dialog);
}
public class SlowLoadingDialogOverlay : DialogOverlay
{
public ManualResetEventSlim LoadEvent = new ManualResetEventSlim();
[BackgroundDependencyLoader]
private void load()
{
LoadEvent.Wait(10000);
}
}
[Test]
public void TestDismissBeforePush()
{
AddStep("create dialog overlay", () => Child = overlay = new DialogOverlay());
TestPopupDialog testDialog = null;
AddStep("dismissed dialog push", () =>
{
@ -106,6 +144,8 @@ namespace osu.Game.Tests.Visual.UserInterface
[Test]
public void TestDismissBeforePushViaButtonPress()
{
AddStep("create dialog overlay", () => Child = overlay = new DialogOverlay());
TestPopupDialog testDialog = null;
AddStep("dismissed dialog push", () =>
{

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@ -49,18 +49,24 @@ namespace osu.Game.Overlays
{
if (dialog == CurrentDialog || dialog.State.Value != Visibility.Visible) return;
// if any existing dialog is being displayed, dismiss it before showing a new one.
CurrentDialog?.Hide();
var lastDialog = CurrentDialog;
// Immediately update the externally accessible property as this may be used for checks even before
// a DialogOverlay instance has finished loading.
CurrentDialog = dialog;
CurrentDialog.State.ValueChanged += state => onDialogOnStateChanged(dialog, state.NewValue);
dialogContainer.Add(CurrentDialog);
Scheduler.Add(() =>
{
// if any existing dialog is being displayed, dismiss it before showing a new one.
lastDialog?.Hide();
dialog.State.ValueChanged += state => onDialogOnStateChanged(dialog, state.NewValue);
dialogContainer.Add(dialog);
Show();
Show();
}, false);
}
public override bool IsPresent => dialogContainer.Children.Count > 0;
public override bool IsPresent => Scheduler.HasPendingTasks || dialogContainer.Children.Count > 0;
protected override bool BlockNonPositionalInput => true;
@ -81,23 +87,16 @@ namespace osu.Game.Overlays
protected override void PopIn()
{
base.PopIn();
this.FadeIn(PopupDialog.ENTER_DURATION, Easing.OutQuint);
lowPassFilter.CutoffTo(300, 100, Easing.OutCubic);
}
protected override void PopOut()
{
base.PopOut();
lowPassFilter.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF, 100, Easing.InCubic);
if (CurrentDialog?.State.Value == Visibility.Visible)
{
CurrentDialog.Hide();
return;
}
this.FadeOut(PopupDialog.EXIT_DURATION, Easing.InSine);
}
public override bool OnPressed(KeyBindingPressEvent<GlobalAction> e)