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@peppy peppy commented Jan 14, 2025

Until now, if you double-clicked a replay while lazer wasn't open, if the beatmap isn't already locally available it would just show a fail message rather than attempting to download the beatmap for you.


Currently, there's a period where the API is Offline even though it is about to connect (as soon as the run thread starts up).

This can cause any Queued requests to fail if they arrive too early. To avoid this, let's ensure the Connecting state is set as early as possible.

Closes #31489.

I'm sure we want test coverage of this, but it's a pretty high bar since async and no existing tests of APIAccess.

…als are present

Currently, there's a period where the API is `Offline` even though it is
about to connect (as soon as the `run` thread starts up).

This can cause any `Queue`d requests to fail if they arrive too early.

To avoid this, let's ensure the `Connecting` state is set as early as
possible.
@peppy peppy added the area:online functionality Deals with online fetching / sending but don't change much on a surface UI level. label Jan 14, 2025
@peppy peppy changed the title Ensure API state is Connecting immediately on startup when credentials are present Fix replay import not correctly pre-importing beatmap when arriving from a cold start Jan 14, 2025
@peppy peppy changed the title Fix replay import not correctly pre-importing beatmap when arriving from a cold start Fix replays not correctly pre-importing beatmap when arriving from a cold start Jan 14, 2025
@pull-request-size pull-request-size bot added size/S and removed size/M labels Jan 14, 2025
@smoogipoo smoogipoo merged commit ad14720 into ppy:master Jan 14, 2025
8 of 10 checks passed
@peppy peppy deleted the api-startup-state branch January 17, 2025 03:34
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Replay import doesn't trigger beatmap download if done at game startup

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