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Don't force exit to main menu when presenting scores from within online screens #29097

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bdach
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@bdach bdach commented Jul 26, 2024

RFC.

Struck me as weird when reviewing #29057. Like sure, that PR adds the replay button, but it's a bit terrible that clicking the button quits the daily challenge screen and you're back at main menu when done watching...?

Also extended to cover playlists and multiplayer, which have the same issue - although it may be a bit dodgy to do so because those have nested screen stacks, so being at Multiplayer could mean "you're in the lobby" or "you're in the results screen of a room". But maybe fine anyhow?

The changes inside the PerformFromScreen() invocation are a bit jank but maybe fine?

…ne screens

Struck me as weird when reviewing ppy#29057.
Like sure, that PR adds the replay button, but it's a bit terrible that
clicking the button quits the daily challenge screen and you're back at
main menu when done watching...?

Also extended to cover playlists and multiplayer, which have the same
issue.
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@peppy peppy merged commit 5651072 into ppy:master Jul 26, 2024
13 checks passed
@bdach bdach deleted the dont-exit-to-menu-when-presenting-score-in-online branch July 29, 2024 07:41
bdach added a commit to bdach/osu that referenced this pull request 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 pull request 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 pull request 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 pull request 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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Replays should present without returning to main menu in playlists
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