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Replays should present without returning to main menu in playlists #26666

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peppy opened this issue Jan 22, 2024 Discussed in #26613 · 0 comments · Fixed by #29097
Open

Replays should present without returning to main menu in playlists #26666

peppy opened this issue Jan 22, 2024 Discussed in #26613 · 0 comments · Fixed by #29097
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area:playlists priority:2 Moderately important. Relied on by some users or impeding the usability of the game type:behavioural

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@peppy
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peppy commented Jan 22, 2024

We'll want to change PresentScore to be more forgiving to showing scores local to a screen when preferred.

Discussed in #26613

Originally posted by ssz7-ch2 January 18, 2024
It currently takes you to the main menu, which is a bit confusing imo

January.18.2024.02-32-12.mp4
@peppy peppy added type:behavioural area:playlists priority:2 Moderately important. Relied on by some users or impeding the usability of the game labels Jan 22, 2024
bdach added a commit to bdach/osu that referenced this issue Jul 29, 2024
…/ multiplayer

- Closes ppy#29152
- Partially reverts ppy#29097
- Reopens ppy#26666

When testing I failed to predict that in multiplayer there can be a
different beatmap in the playlist queue. If this is the case,
`PresentScore()` will exit out to `Multiplayer`, whose `RoomSubScreen`
will update the selected item - and thus, the global beatmap - to the
next item in queue, at which point trying to play games with "not
touching the global beatmap bindable if we don't need to" fail to work,
because the bindable *must* be touched for correct operation, yet it
cannot (because `OnlinePlayScreen`s disable it).

I'm not sure what the fix is here:

- making replay player somehow independent of the global beatmap?
- not exiting out to multiplayer, but instead doing the present from the
  results screen itself? if so, then how to ensure the screen stack
  can't overflow to infinity?

so I'm just reverting the broken part. The daily challenge part is left
in because as is it should not cause issues.
bdach added a commit to bdach/osu that referenced this issue Jul 29, 2024
…/ multiplayer

- Closes ppy#29152
- Partially reverts ppy#29097
- Reopens ppy#26666

When testing I failed to predict that in multiplayer there can be a
different beatmap in the playlist queue. If this is the case,
`PresentScore()` will exit out to `Multiplayer`, whose `RoomSubScreen`
will update the selected item - and thus, the global beatmap - to the
next item in queue, at which point trying to play games with "not
touching the global beatmap bindable if we don't need to" fail to work,
because the bindable *must* be touched for correct operation, yet it
cannot (because `OnlinePlayScreen`s disable it).

I'm not sure what the fix is here:

- making replay player somehow independent of the global beatmap?
- not exiting out to multiplayer, but instead doing the present from the
  results screen itself? if so, then how to ensure the screen stack
  can't overflow to infinity?

so I'm just reverting the broken part. The daily challenge part is left
in because as is it should not cause issues.
bdach added a commit to bdach/osu that referenced this issue Jul 29, 2024
…/ multiplayer

- Closes ppy#29152
- Partially reverts ppy#29097
- Reopens ppy#26666

When testing I failed to predict that in multiplayer there can be a
different beatmap in the playlist queue. If this is the case,
`PresentScore()` will exit out to `Multiplayer`, whose `RoomSubScreen`
will update the selected item - and thus, the global beatmap - to the
next item in queue, at which point trying to play games with "not
touching the global beatmap bindable if we don't need to" fail to work,
because the bindable *must* be touched for correct operation, yet it
cannot (because `OnlinePlayScreen`s disable it).

I'm not sure what the fix is here:

- making replay player somehow independent of the global beatmap?
- not exiting out to multiplayer, but instead doing the present from the
  results screen itself? if so, then how to ensure the screen stack
  can't overflow to infinity?

so I'm just reverting the broken part. The daily challenge part is left
in because as is it should not cause issues.
@Joehuu Joehuu reopened this Jul 30, 2024
CloneWith pushed a commit to CloneWith/osu that referenced this issue Aug 1, 2024
…/ multiplayer

- Closes ppy#29152
- Partially reverts ppy#29097
- Reopens ppy#26666

When testing I failed to predict that in multiplayer there can be a
different beatmap in the playlist queue. If this is the case,
`PresentScore()` will exit out to `Multiplayer`, whose `RoomSubScreen`
will update the selected item - and thus, the global beatmap - to the
next item in queue, at which point trying to play games with "not
touching the global beatmap bindable if we don't need to" fail to work,
because the bindable *must* be touched for correct operation, yet it
cannot (because `OnlinePlayScreen`s disable it).

I'm not sure what the fix is here:

- making replay player somehow independent of the global beatmap?
- not exiting out to multiplayer, but instead doing the present from the
  results screen itself? if so, then how to ensure the screen stack
  can't overflow to infinity?

so I'm just reverting the broken part. The daily challenge part is left
in because as is it should not cause issues.
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Labels
area:playlists priority:2 Moderately important. Relied on by some users or impeding the usability of the game type:behavioural
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