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