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Avoid updates (and update notifications) from appearing in more gameplay cases #30073
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ad3007e
Adjust `ILocalUserPlayInfo` to expose whether gameplay is in a paused…
peppy 3d54f4a
Make states better defined
peppy 4b1c2c0
Avoid updates and update notifications appearing in more gameplay cases
peppy 8f0fedb
Fix local scores never importing due to new conditionals
peppy 7977ce8
Attempt to fix android class
peppy 8dba4cf
Passing means `NotPlaying`
peppy 8773c34
Rename enum to non-plural now that it won't conflict
peppy ecf144f
Add failing test of importing failed replay in `OsuGame` flow
peppy 24d6ea5
Change failed states to be considered as `NotPlaying`
peppy a41c6dc
Fix android build failure due to enum rename
peppy 1f45b21
Remove unnecessary `runOutsideOfGameplay` call
peppy 38ee824
Add second call of `runOutsideGameplay` on update progress notification
peppy 8dece70
Merge branch 'master' into updates-outside-of-gameplay-only-2
smoogipoo 19b586e
Remove unrelated test
smoogipoo 6e659e1
Refactoring for correctness
smoogipoo aee5f0e
Fix incorrect condition
smoogipoo 7cc6fe3
Return true while in gameplay
smoogipoo c3f2c82
Remove unused parameter
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Original file line number | Diff line number | Diff line change |
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@@ -1,8 +1,6 @@ | ||
// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence. | ||
// See the LICENCE file in the repository root for full licence text. | ||
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#nullable disable | ||
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using System.Linq; | ||
using NUnit.Framework; | ||
using osu.Game.Overlays; | ||
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@@ -12,7 +10,7 @@ namespace osu.Game.Tests.Visual.Gameplay | |
{ | ||
public partial class TestSceneOverlayActivation : OsuPlayerTestScene | ||
{ | ||
protected new OverlayTestPlayer Player => base.Player as OverlayTestPlayer; | ||
protected new OverlayTestPlayer Player => (OverlayTestPlayer)base.Player; | ||
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public override void SetUpSteps() | ||
{ | ||
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Arguable. I set this to avoid the silly hold ring from showing during breaks. And there's nothing at pause / fail that needs right click.
But if you feel strong about this then I'm fine with this change.
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Isn't the rest of the game interface technically available at the pause/fail screen? If you have a keyboard you can access settings, chat, user overlay, beatmap overlay, etc?
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Also, as far as I can tell this is a revert to
master
. That said, I haven't gone through the other cases likeGameplayScreenRotationLocker
which change logic frommaster
(again, as far as I can tell). Am I misunderstanding things?We discussed yesterday what would it take to make it so that PR reviews didn't take many times longer than actually making changes - not making subtle changes like this would help.
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Fine to go with as you have it, will revisit in a future.