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Reverse IssueType
ordering
Reversed both in the enum and where it's displayed, so ends up the same in the end.
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@ -4,22 +4,22 @@
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namespace osu.Game.Rulesets.Edit.Checks.Components
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namespace osu.Game.Rulesets.Edit.Checks.Components
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{
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{
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/// <summary>
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/// <summary>
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/// The type, or severity, of an issue. This decides its priority.
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/// The type, or severity, of an issue.
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/// </summary>
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/// </summary>
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public enum IssueType
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public enum IssueType
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{
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{
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/// <summary> A must-fix in the vast majority of cases. </summary>
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/// <summary> A must-fix in the vast majority of cases. </summary>
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Problem = 3,
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Problem,
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/// <summary> A possible mistake. Often requires critical thinking. </summary>
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/// <summary> A possible mistake. Often requires critical thinking. </summary>
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Warning = 2,
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Warning,
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// TODO: Try/catch all checks run and return error templates if exceptions occur.
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// TODO: Try/catch all checks run and return error templates if exceptions occur.
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/// <summary> An error occurred and a complete check could not be made. </summary>
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/// <summary> An error occurred and a complete check could not be made. </summary>
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Error = 1,
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Error,
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// TODO: Negligible issues should be hidden by default.
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// TODO: Negligible issues should be hidden by default.
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/// <summary> A possible mistake so minor/unlikely that it can often be safely ignored. </summary>
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/// <summary> A possible mistake so minor/unlikely that it can often be safely ignored. </summary>
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Negligible = 0,
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Negligible,
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}
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}
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}
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}
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@ -129,8 +129,8 @@ namespace osu.Game.Screens.Edit.Verify
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private void refresh()
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private void refresh()
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{
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{
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table.Issues = beatmapVerifier.Run(Beatmap)
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table.Issues = beatmapVerifier.Run(Beatmap)
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.OrderByDescending(issue => issue.Template.Type)
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.OrderBy(issue => issue.Template.Type)
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.ThenByDescending(issue => issue.Check.Metadata.Category);
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.ThenBy(issue => issue.Check.Metadata.Category);
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}
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}
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}
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}
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}
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}
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