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https://github.com/ppy/osu
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Merge pull request #12437 from peppy/fix-editor-placement-commit-false
Fix placement blueprints not being correctly removed after a rolled back placement
This commit is contained in:
commit
d3acbcced7
@ -82,7 +82,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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{
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base.UpdateTimeAndPosition(result);
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if (PlacementActive)
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if (PlacementActive == PlacementState.Active)
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{
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if (result.Time is double endTime)
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{
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@ -52,7 +52,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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{
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base.UpdateTimeAndPosition(result);
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if (!PlacementActive)
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if (PlacementActive == PlacementState.Waiting)
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Column = result.Playfield as Column;
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}
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}
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@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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private InputManager inputManager;
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private PlacementState state;
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private SliderPlacementState state;
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private PathControlPoint segmentStart;
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private PathControlPoint cursor;
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private int currentSegmentLength;
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@ -58,7 +58,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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controlPointVisualiser = new PathControlPointVisualiser(HitObject, false)
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};
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setState(PlacementState.Initial);
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setState(SliderPlacementState.Initial);
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}
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protected override void LoadComplete()
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@ -73,12 +73,12 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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switch (state)
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{
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case PlacementState.Initial:
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case SliderPlacementState.Initial:
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BeginPlacement();
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HitObject.Position = ToLocalSpace(result.ScreenSpacePosition);
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break;
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case PlacementState.Body:
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case SliderPlacementState.Body:
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updateCursor();
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break;
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}
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@ -91,11 +91,11 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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switch (state)
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{
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case PlacementState.Initial:
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case SliderPlacementState.Initial:
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beginCurve();
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break;
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case PlacementState.Body:
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case SliderPlacementState.Body:
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if (canPlaceNewControlPoint(out var lastPoint))
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{
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// Place a new point by detatching the current cursor.
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@ -121,7 +121,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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protected override void OnMouseUp(MouseUpEvent e)
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{
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if (state == PlacementState.Body && e.Button == MouseButton.Right)
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if (state == SliderPlacementState.Body && e.Button == MouseButton.Right)
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endCurve();
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base.OnMouseUp(e);
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}
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@ -129,7 +129,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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private void beginCurve()
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{
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BeginPlacement(commitStart: true);
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setState(PlacementState.Body);
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setState(SliderPlacementState.Body);
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}
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private void endCurve()
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@ -219,12 +219,12 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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tailCirclePiece.UpdateFrom(HitObject.TailCircle);
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}
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private void setState(PlacementState newState)
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private void setState(SliderPlacementState newState)
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{
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state = newState;
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}
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private enum PlacementState
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private enum SliderPlacementState
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{
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Initial,
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Body,
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@ -72,7 +72,7 @@ namespace osu.Game.Rulesets.Taiko.Edit.Blueprints
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{
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base.UpdateTimeAndPosition(result);
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if (PlacementActive)
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if (PlacementActive == PlacementState.Active)
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{
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if (result.Time is double dragTime)
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{
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@ -25,7 +25,7 @@ namespace osu.Game.Rulesets.Edit
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/// <summary>
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/// Whether the <see cref="HitObject"/> is currently mid-placement, but has not necessarily finished being placed.
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/// </summary>
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public bool PlacementActive { get; private set; }
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public PlacementState PlacementActive { get; private set; }
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/// <summary>
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/// The <see cref="HitObject"/> that is being placed.
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@ -72,7 +72,8 @@ namespace osu.Game.Rulesets.Edit
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protected void BeginPlacement(bool commitStart = false)
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{
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placementHandler.BeginPlacement(HitObject);
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PlacementActive |= commitStart;
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if (commitStart)
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PlacementActive = PlacementState.Active;
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}
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/// <summary>
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@ -82,10 +83,19 @@ namespace osu.Game.Rulesets.Edit
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/// <param name="commit">Whether the object should be committed.</param>
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public void EndPlacement(bool commit)
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{
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if (!PlacementActive)
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BeginPlacement();
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switch (PlacementActive)
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{
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case PlacementState.Finished:
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return;
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case PlacementState.Waiting:
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// ensure placement was started before ending to make state handling simpler.
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BeginPlacement();
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break;
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}
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placementHandler.EndPlacement(HitObject, commit);
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PlacementActive = false;
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PlacementActive = PlacementState.Finished;
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}
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/// <summary>
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@ -94,7 +104,7 @@ namespace osu.Game.Rulesets.Edit
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/// <param name="result">The snap result information.</param>
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public virtual void UpdateTimeAndPosition(SnapResult result)
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{
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if (!PlacementActive)
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if (PlacementActive == PlacementState.Waiting)
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HitObject.StartTime = result.Time ?? EditorClock?.CurrentTime ?? Time.Current;
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}
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@ -125,5 +135,12 @@ namespace osu.Game.Rulesets.Edit
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return false;
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}
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}
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public enum PlacementState
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{
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Waiting,
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Active,
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Finished
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}
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}
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}
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@ -196,7 +196,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private void refreshTool()
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{
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removePlacement();
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createPlacement();
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ensurePlacementCreated();
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}
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private void updatePlacementPosition()
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@ -215,15 +215,26 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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base.Update();
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if (Composer.CursorInPlacementArea)
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createPlacement();
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else if (currentPlacement?.PlacementActive == false)
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removePlacement();
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if (currentPlacement != null)
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{
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updatePlacementPosition();
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switch (currentPlacement.PlacementActive)
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{
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case PlacementBlueprint.PlacementState.Waiting:
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if (!Composer.CursorInPlacementArea)
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removePlacement();
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break;
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case PlacementBlueprint.PlacementState.Finished:
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removePlacement();
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break;
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}
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}
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if (Composer.CursorInPlacementArea)
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ensurePlacementCreated();
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if (currentPlacement != null)
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updatePlacementPosition();
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}
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protected sealed override SelectionBlueprint CreateBlueprintFor(HitObject hitObject)
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@ -249,7 +260,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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NewCombo.Value = TernaryState.False;
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}
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private void createPlacement()
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private void ensurePlacementCreated()
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{
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if (currentPlacement != null) return;
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