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Don't force exit to main menu when presenting scores from within online screens #29097
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peppy
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ppy:master
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bdach:dont-exit-to-menu-when-presenting-score-in-online
Jul 26, 2024
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Don't force exit to main menu when presenting scores from within online screens #29097
peppy
merged 1 commit into
ppy:master
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bdach:dont-exit-to-menu-when-presenting-score-in-online
Jul 26, 2024
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…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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…/ 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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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
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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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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?