mirror of https://github.com/ppy/osu
f13ca28d5e
Closes https://github.com/ppy/osu/issues/28369.
The reporter of the issue was incorrect; it's not the beat snap grid
that is causing the problem, it's something far stupider than that.
When the current selection changes,
`EditorSelectionHandler.UpdateTernaryStates()` is supposed to update the
state of ternary bindables to reflect the reality of the current
selection. This in turn will fire bindable change callbacks for said
ternary toggles, which heavily use `EditorBeatmap.PerformOnSelection()`.
The thing about that method is that it will attempt to check whether any
changes were actually made to avoid producing empty undo states, *but*
to do this, it must *serialise out the entire beatmap to a stream* and
then *binary equality check that* to determine whether any changes were
actually made:
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.. | ||
Blueprints | ||
Checks | ||
DrawableTaikoEditorRuleset.cs | ||
DrumRollCompositionTool.cs | ||
HitCompositionTool.cs | ||
SwellCompositionTool.cs | ||
TaikoBeatSnapGrid.cs | ||
TaikoBeatmapVerifier.cs | ||
TaikoBlueprintContainer.cs | ||
TaikoHitObjectComposer.cs | ||
TaikoSelectionHandler.cs |