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Game crashes when presenting a replay from multiplayer results screen #29152
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Please post full logs. The snippet is not enough. |
Also noticed this while playing on multiplayer today. Logs:
Raising to |
bdach
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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
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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
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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
Type
Crash to desktop
Bug description
Probably caused/exacerbated by #29097, if I had to guess.
Repro:
Screenshots or videos
No response
Version
2024.727.0
Logs
Relevant snippet
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