mirror of https://github.com/ppy/osu
Decouple `AdvancedStats` from global mods
Closes https://github.com/ppy/osu/issues/30163. If I'm to be blunt, the decoupled stuff in song select makes my head spin. I spent a solid 20 minutes thinking how I was going to fix this one but then finally realised that generally most of the cause there was the fact that `AdvancedStats` was seeing the new rulesets *before* the "ensure global selected mods are valid for current ruleset" logic, and so decided to just _delay_ that until the decoupled transfer thingamajig happens. I was honestly considering combining `BeatmapInfo`, `Ruleset`, and `Mods` into one property on `AdvancedStats`. I figured I'd rather not push my luck and try the baseline version first, but I honestly think that direction is going to be required at some point to properly corral all of the decoupled madness taking place in song select.
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@ -84,7 +84,7 @@ public void TestEasyMod()
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AddStep("select EZ mod", () =>
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{
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var ruleset = advancedStats.BeatmapInfo.Ruleset.CreateInstance().AsNonNull();
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SelectedMods.Value = new[] { ruleset.CreateMod<ModEasy>() };
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advancedStats.Mods.Value = new[] { ruleset.CreateMod<ModEasy>() };
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});
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AddAssert("circle size bar is blue", () => barIsBlue(advancedStats.FirstValue));
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@ -101,7 +101,7 @@ public void TestHardRockMod()
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AddStep("select HR mod", () =>
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{
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var ruleset = advancedStats.BeatmapInfo.Ruleset.CreateInstance().AsNonNull();
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SelectedMods.Value = new[] { ruleset.CreateMod<ModHardRock>() };
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advancedStats.Mods.Value = new[] { ruleset.CreateMod<ModHardRock>() };
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});
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AddAssert("circle size bar is red", () => barIsRed(advancedStats.FirstValue));
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@ -120,7 +120,7 @@ public void TestUnchangedDifficultyAdjustMod()
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var ruleset = advancedStats.BeatmapInfo.Ruleset.CreateInstance().AsNonNull();
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var difficultyAdjustMod = ruleset.CreateMod<ModDifficultyAdjust>().AsNonNull();
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difficultyAdjustMod.ReadFromDifficulty(advancedStats.BeatmapInfo.Difficulty);
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SelectedMods.Value = new[] { difficultyAdjustMod };
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advancedStats.Mods.Value = new[] { difficultyAdjustMod };
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});
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AddAssert("circle size bar is white", () => barIsWhite(advancedStats.FirstValue));
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@ -143,7 +143,7 @@ public void TestChangedDifficultyAdjustMod()
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difficultyAdjustMod.ReadFromDifficulty(originalDifficulty);
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difficultyAdjustMod.DrainRate.Value = originalDifficulty.DrainRate - 0.5f;
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difficultyAdjustMod.ApproachRate.Value = originalDifficulty.ApproachRate + 2.2f;
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SelectedMods.Value = new[] { difficultyAdjustMod };
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advancedStats.Mods.Value = new[] { difficultyAdjustMod };
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});
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AddAssert("circle size bar is white", () => barIsWhite(advancedStats.FirstValue));
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@ -3,6 +3,7 @@
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#nullable disable
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using System;
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using osuTK.Graphics;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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@ -36,9 +37,6 @@ public partial class AdvancedStats : Container, IHasCustomTooltip<AdjustedAttrib
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[Resolved]
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private BeatmapDifficultyCache difficultyCache { get; set; }
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[Resolved]
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private IBindable<IReadOnlyList<Mod>> mods { get; set; }
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protected readonly StatisticRow FirstValue, HpDrain, Accuracy, ApproachRate;
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private readonly StatisticRow starDifficulty;
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@ -69,6 +67,14 @@ public IBeatmapInfo BeatmapInfo
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/// </remarks>
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public Bindable<RulesetInfo> Ruleset { get; } = new Bindable<RulesetInfo>();
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/// <summary>
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/// Mods to be used for certain elements of display.
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/// </summary>
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/// <remarks>
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/// No checks are done as to whether the mods specified are valid for the current <see cref="Ruleset"/>.
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/// </remarks>
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public Bindable<IReadOnlyList<Mod>> Mods { get; } = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
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public AdvancedStats(int columns = 1)
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{
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switch (columns)
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@ -143,8 +149,7 @@ protected override void LoadComplete()
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base.LoadComplete();
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Ruleset.BindValueChanged(_ => updateStatistics());
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mods.BindValueChanged(modsChanged, true);
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Mods.BindValueChanged(modsChanged, true);
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}
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private ModSettingChangeTracker modSettingChangeTracker;
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@ -173,14 +178,14 @@ private void updateStatistics()
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{
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BeatmapDifficulty originalDifficulty = new BeatmapDifficulty(baseDifficulty);
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foreach (var mod in mods.Value.OfType<IApplicableToDifficulty>())
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foreach (var mod in Mods.Value.OfType<IApplicableToDifficulty>())
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mod.ApplyToDifficulty(originalDifficulty);
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adjustedDifficulty = originalDifficulty;
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if (Ruleset.Value != null)
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{
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double rate = ModUtils.CalculateRateWithMods(mods.Value);
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double rate = ModUtils.CalculateRateWithMods(Mods.Value);
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adjustedDifficulty = Ruleset.Value.CreateInstance().GetRateAdjustedDisplayDifficulty(originalDifficulty, rate);
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@ -198,7 +203,7 @@ private void updateStatistics()
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// For the time being, the key count is static no matter what, because:
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// a) The method doesn't have knowledge of the active keymods. Doing so may require considerations for filtering.
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// b) Using the difficulty adjustment mod to adjust OD doesn't have an effect on conversion.
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int keyCount = baseDifficulty == null ? 0 : legacyRuleset.GetKeyCount(BeatmapInfo, mods.Value);
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int keyCount = baseDifficulty == null ? 0 : legacyRuleset.GetKeyCount(BeatmapInfo, Mods.Value);
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FirstValue.Title = BeatmapsetsStrings.ShowStatsCsMania;
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FirstValue.Value = (keyCount, keyCount);
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@ -236,7 +241,7 @@ private void updateStarDifficulty() => Scheduler.AddOnce(() =>
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starDifficultyCancellationSource = new CancellationTokenSource();
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var normalStarDifficultyTask = difficultyCache.GetDifficultyAsync(BeatmapInfo, Ruleset.Value, null, starDifficultyCancellationSource.Token);
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var moddedStarDifficultyTask = difficultyCache.GetDifficultyAsync(BeatmapInfo, Ruleset.Value, mods.Value, starDifficultyCancellationSource.Token);
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var moddedStarDifficultyTask = difficultyCache.GetDifficultyAsync(BeatmapInfo, Ruleset.Value, Mods.Value, starDifficultyCancellationSource.Token);
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Task.WhenAll(normalStarDifficultyTask, moddedStarDifficultyTask).ContinueWith(_ => Schedule(() =>
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{
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@ -610,11 +610,6 @@ private void performUpdateSelected()
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beatmapInfoPrevious = beatmap;
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}
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// we can't run this in the debounced run due to the selected mods bindable not being debounced,
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// since mods could be updated to the new ruleset instances while the decoupled bindable is held behind,
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// therefore resulting in performing difficulty calculation with invalid states.
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advancedStats.Ruleset.Value = ruleset;
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void run()
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{
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// clear pending task immediately to track any potential nested debounce operation.
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@ -878,6 +873,8 @@ private void updateComponentFromBeatmap(WorkingBeatmap beatmap)
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ModSelect.Beatmap.Value = beatmap;
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advancedStats.BeatmapInfo = beatmap.BeatmapInfo;
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advancedStats.Mods.Value = selectedMods.Value;
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advancedStats.Ruleset.Value = Ruleset.Value;
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bool beatmapSelected = beatmap is not DummyWorkingBeatmap;
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@ -990,6 +987,12 @@ private void bindBindables()
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Beatmap.BindValueChanged(updateCarouselSelection);
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selectedMods.BindValueChanged(_ =>
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{
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if (decoupledRuleset.Value.Equals(rulesetNoDebounce))
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advancedStats.Mods.Value = selectedMods.Value;
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}, true);
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boundLocalBindables = true;
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}
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