Merge branch 'mania-beatmap-conversion' into mania-endtime-object-conversion

# Conflicts:
#	osu.Game.Rulesets.Mania/Beatmaps/LegacyBeatmapConverter.cs
This commit is contained in:
smoogipooo
2017-05-19 17:50:19 +09:00
18 changed files with 173 additions and 193 deletions

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@ -85,25 +85,25 @@ namespace osu.Desktop.VisualTests.Tests
Clock = new FramedClock(), Clock = new FramedClock(),
Children = new Drawable[] Children = new Drawable[]
{ {
new OsuHitRenderer(beatmap) new OsuHitRenderer(beatmap, false)
{ {
Scale = new Vector2(0.5f), Scale = new Vector2(0.5f),
Anchor = Anchor.TopLeft, Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft Origin = Anchor.TopLeft
}, },
new TaikoHitRenderer(beatmap) new TaikoHitRenderer(beatmap, false)
{ {
Scale = new Vector2(0.5f), Scale = new Vector2(0.5f),
Anchor = Anchor.TopRight, Anchor = Anchor.TopRight,
Origin = Anchor.TopRight Origin = Anchor.TopRight
}, },
new CatchHitRenderer(beatmap) new CatchHitRenderer(beatmap, false)
{ {
Scale = new Vector2(0.5f), Scale = new Vector2(0.5f),
Anchor = Anchor.BottomLeft, Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft Origin = Anchor.BottomLeft
}, },
new ManiaHitRenderer(beatmap) new ManiaHitRenderer(beatmap, false)
{ {
Scale = new Vector2(0.5f), Scale = new Vector2(0.5f),
Anchor = Anchor.BottomRight, Anchor = Anchor.BottomRight,

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@ -17,7 +17,7 @@ namespace osu.Game.Rulesets.Catch
{ {
public class CatchRuleset : Ruleset public class CatchRuleset : Ruleset
{ {
public override HitRenderer CreateHitRendererWith(WorkingBeatmap beatmap) => new CatchHitRenderer(beatmap); public override HitRenderer CreateHitRendererWith(WorkingBeatmap beatmap, bool isForCurrentRuleset) => new CatchHitRenderer(beatmap, isForCurrentRuleset);
public override IEnumerable<Mod> GetModsFor(ModType type) public override IEnumerable<Mod> GetModsFor(ModType type)
{ {

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@ -15,8 +15,8 @@ namespace osu.Game.Rulesets.Catch.UI
{ {
public class CatchHitRenderer : HitRenderer<CatchBaseHit, CatchJudgement> public class CatchHitRenderer : HitRenderer<CatchBaseHit, CatchJudgement>
{ {
public CatchHitRenderer(WorkingBeatmap beatmap) public CatchHitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
: base(beatmap) : base(beatmap, isForCurrentRuleset)
{ {
} }

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@ -1,146 +0,0 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Mania.Beatmaps.Patterns;
using osu.Game.Rulesets.Mania.MathUtils;
using osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy;
namespace osu.Game.Rulesets.Mania.Beatmaps
{
/// <summary>
/// Special converter used for converting from osu!stable beatmaps.
/// </summary>
internal class LegacyBeatmapConverter
{
private Pattern lastPattern = new Pattern();
private readonly FastRandom random;
private readonly Beatmap beatmap;
public LegacyBeatmapConverter(Beatmap beatmap)
{
this.beatmap = beatmap;
int seed = (int)Math.Round(beatmap.BeatmapInfo.Difficulty.DrainRate + beatmap.BeatmapInfo.Difficulty.CircleSize)
* 20 + (int)(beatmap.BeatmapInfo.Difficulty.OverallDifficulty * 41.2) + (int)Math.Round(beatmap.BeatmapInfo.Difficulty.ApproachRate);
random = new FastRandom(seed);
}
public IEnumerable<ManiaHitObject> Convert(HitObject original)
{
var maniaOriginal = original as ManiaHitObject;
if (maniaOriginal != null)
{
yield return maniaOriginal;
yield break;
}
IEnumerable<ManiaHitObject> objects;
switch (beatmap.BeatmapInfo.RulesetID)
{
default:
objects = generateConverted(original);
break;
case 3:
objects = generateSpecific(original);
break;
}
if (objects == null)
yield break;
foreach (ManiaHitObject obj in objects)
yield return obj;
}
private IEnumerable<ManiaHitObject> generateSpecific(HitObject original)
{
var generator = new SpecificPatternGenerator(random, original, beatmap, lastPattern);
Pattern newPattern = generator.Generate();
lastPattern = newPattern;
return newPattern.HitObjects;
}
private IEnumerable<ManiaHitObject> generateConverted(HitObject original)
{
var endTimeData = original as IHasEndTime;
var distanceData = original as IHasDistance;
var positionData = original as IHasPosition;
Patterns.PatternGenerator conversion = null;
if (distanceData != null)
{
// Slider
}
else if (endTimeData != null)
{
conversion = new EndTimeObjectPatternGenerator(random, original, beatmap);
// Spinner
}
else if (positionData != null)
{
// Circle
}
if (conversion == null)
return null;
Pattern newPattern = conversion.Generate();
lastPattern = newPattern;
return newPattern.HitObjects;
}
/// <summary>
/// A pattern generator for mania-specific beatmaps.
/// </summary>
private class SpecificPatternGenerator : Patterns.Legacy.PatternGenerator
{
public SpecificPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern)
: base(random, hitObject, beatmap, previousPattern)
{
}
public override Pattern Generate()
{
var endTimeData = HitObject as IHasEndTime;
var positionData = HitObject as IHasXPosition;
int column = GetColumn(positionData?.X ?? 0);
var pattern = new Pattern();
if (endTimeData != null)
{
pattern.Add(new HoldNote
{
StartTime = HitObject.StartTime,
Samples = HitObject.Samples,
Duration = endTimeData.Duration,
Column = column,
});
}
else if (positionData != null)
{
pattern.Add(new Note
{
StartTime = HitObject.StartTime,
Samples = HitObject.Samples,
Column = column
});
}
return pattern;
}
}
}
}

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@ -8,7 +8,9 @@ using System.Collections.Generic;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Objects.Types;
using System.Linq; using osu.Game.Rulesets.Mania.Beatmaps.Patterns;
using osu.Game.Rulesets.Mania.MathUtils;
using osu.Game.Database;
namespace osu.Game.Rulesets.Mania.Beatmaps namespace osu.Game.Rulesets.Mania.Beatmaps
{ {
@ -16,24 +18,136 @@ namespace osu.Game.Rulesets.Mania.Beatmaps
{ {
protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(IHasXPosition) }; protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(IHasXPosition) };
protected override Beatmap<ManiaHitObject> ConvertBeatmap(Beatmap original) private Pattern lastPattern = new Pattern();
{ private FastRandom random;
// Todo: This should be cased when we get better conversion methods private Beatmap beatmap;
var converter = new LegacyBeatmapConverter(original); private bool isForCurrentRuleset;
return new Beatmap<ManiaHitObject> protected override Beatmap<ManiaHitObject> ConvertBeatmap(Beatmap original, bool isForCurrentRuleset)
{ {
BeatmapInfo = original.BeatmapInfo, this.isForCurrentRuleset = isForCurrentRuleset;
TimingInfo = original.TimingInfo,
// We need to sort here, because the converter generates patterns beatmap = original;
HitObjects = original.HitObjects.SelectMany(converter.Convert).OrderBy(h => h.StartTime).ToList()
}; BeatmapDifficulty difficulty = original.BeatmapInfo.Difficulty;
int seed = (int)Math.Round(difficulty.DrainRate + difficulty.CircleSize) * 20 + (int)(difficulty.OverallDifficulty * 41.2) + (int)Math.Round(difficulty.ApproachRate);
random = new FastRandom(seed);
return base.ConvertBeatmap(original, isForCurrentRuleset);
} }
protected override IEnumerable<ManiaHitObject> ConvertHitObject(HitObject original, Beatmap beatmap) protected override IEnumerable<ManiaHitObject> ConvertHitObject(HitObject original, Beatmap beatmap)
{ {
// Handled by the LegacyConvereter var maniaOriginal = original as ManiaHitObject;
yield return null; if (maniaOriginal != null)
{
yield return maniaOriginal;
yield break;
}
var objects = isForCurrentRuleset ? generateSpecific(original) : generateConverted(original);
if (objects == null)
yield break;
foreach (ManiaHitObject obj in objects)
yield return obj;
}
/// <summary>
/// Method that generates hit objects for osu!mania specific beatmaps.
/// </summary>
/// <param name="original">The original hit object.</param>
/// <returns>The hit objects generated.</returns>
private IEnumerable<ManiaHitObject> generateSpecific(HitObject original)
{
var generator = new SpecificBeatmapPatternGenerator(random, original, beatmap, lastPattern);
Pattern newPattern = generator.Generate();
lastPattern = newPattern;
return newPattern.HitObjects;
}
/// <summary>
/// Method that generates hit objects for non-osu!mania beatmaps.
/// </summary>
/// <param name="original">The original hit object.</param>
/// <returns>The hit objects generated.</returns>
private IEnumerable<ManiaHitObject> generateConverted(HitObject original)
{
var endTimeData = original as IHasEndTime;
var distanceData = original as IHasDistance;
var positionData = original as IHasPosition;
// Following lines currently commented out to appease resharper
//Patterns.PatternGenerator conversion = null;
if (distanceData != null)
{
// Slider
}
else if (endTimeData != null)
{
// Spinner
}
else if (positionData != null)
{
// Circle
}
//if (conversion == null)
return null;
//Pattern newPattern = conversion.Generate();
//lastPattern = newPattern;
//return newPattern.HitObjects;
}
/// <summary>
/// A pattern generator for osu!mania-specific beatmaps.
/// </summary>
private class SpecificBeatmapPatternGenerator : Patterns.Legacy.PatternGenerator
{
public SpecificBeatmapPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern)
: base(random, hitObject, beatmap, previousPattern)
{
}
public override Pattern Generate()
{
var endTimeData = HitObject as IHasEndTime;
var positionData = HitObject as IHasXPosition;
int column = GetColumn(positionData?.X ?? 0);
var pattern = new Pattern();
if (endTimeData != null)
{
pattern.Add(new HoldNote
{
StartTime = HitObject.StartTime,
Samples = HitObject.Samples,
Duration = endTimeData.Duration,
Column = column,
});
}
else if (positionData != null)
{
pattern.Add(new Note
{
StartTime = HitObject.StartTime,
Samples = HitObject.Samples,
Column = column
});
}
return pattern;
}
} }
} }
} }

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@ -16,7 +16,7 @@ namespace osu.Game.Rulesets.Mania
{ {
public class ManiaRuleset : Ruleset public class ManiaRuleset : Ruleset
{ {
public override HitRenderer CreateHitRendererWith(WorkingBeatmap beatmap) => new ManiaHitRenderer(beatmap); public override HitRenderer CreateHitRendererWith(WorkingBeatmap beatmap, bool isForCurrentRuleset) => new ManiaHitRenderer(beatmap, isForCurrentRuleset);
public override IEnumerable<Mod> GetModsFor(ModType type) public override IEnumerable<Mod> GetModsFor(ModType type)
{ {

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@ -24,8 +24,8 @@ namespace osu.Game.Rulesets.Mania.UI
{ {
public int? Columns; public int? Columns;
public ManiaHitRenderer(WorkingBeatmap beatmap) public ManiaHitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
: base(beatmap) : base(beatmap, isForCurrentRuleset)
{ {
} }

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@ -50,7 +50,6 @@
<Compile Include="Beatmaps\Patterns\Legacy\EndTimeObjectPatternGenerator.cs" /> <Compile Include="Beatmaps\Patterns\Legacy\EndTimeObjectPatternGenerator.cs" />
<Compile Include="Beatmaps\Patterns\Legacy\PatternGenerator.cs" /> <Compile Include="Beatmaps\Patterns\Legacy\PatternGenerator.cs" />
<Compile Include="Beatmaps\Patterns\PatternGenerator.cs" /> <Compile Include="Beatmaps\Patterns\PatternGenerator.cs" />
<Compile Include="Beatmaps\LegacyBeatmapConverter.cs" />
<Compile Include="Beatmaps\Patterns\Legacy\PatternType.cs" /> <Compile Include="Beatmaps\Patterns\Legacy\PatternType.cs" />
<Compile Include="Beatmaps\ManiaBeatmapConverter.cs" /> <Compile Include="Beatmaps\ManiaBeatmapConverter.cs" />
<Compile Include="Beatmaps\Patterns\Pattern.cs" /> <Compile Include="Beatmaps\Patterns\Pattern.cs" />

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@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Osu
{ {
public class OsuRuleset : Ruleset public class OsuRuleset : Ruleset
{ {
public override HitRenderer CreateHitRendererWith(WorkingBeatmap beatmap) => new OsuHitRenderer(beatmap); public override HitRenderer CreateHitRendererWith(WorkingBeatmap beatmap, bool isForCurrentRuleset) => new OsuHitRenderer(beatmap, isForCurrentRuleset);
public override IEnumerable<BeatmapStatistic> GetBeatmapStatistics(WorkingBeatmap beatmap) => new[] public override IEnumerable<BeatmapStatistic> GetBeatmapStatistics(WorkingBeatmap beatmap) => new[]
{ {

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@ -18,8 +18,8 @@ namespace osu.Game.Rulesets.Osu.UI
{ {
public class OsuHitRenderer : HitRenderer<OsuHitObject, OsuJudgement> public class OsuHitRenderer : HitRenderer<OsuHitObject, OsuJudgement>
{ {
public OsuHitRenderer(WorkingBeatmap beatmap) public OsuHitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
: base(beatmap) : base(beatmap, isForCurrentRuleset)
{ {
} }

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@ -41,13 +41,13 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(HitObject) }; protected override IEnumerable<Type> ValidConversionTypes { get; } = new[] { typeof(HitObject) };
protected override Beatmap<TaikoHitObject> ConvertBeatmap(Beatmap original) protected override Beatmap<TaikoHitObject> ConvertBeatmap(Beatmap original, bool isForCurrentRuleset)
{ {
// Rewrite the beatmap info to add the slider velocity multiplier // Rewrite the beatmap info to add the slider velocity multiplier
BeatmapInfo info = original.BeatmapInfo.DeepClone(); BeatmapInfo info = original.BeatmapInfo.DeepClone();
info.Difficulty.SliderMultiplier *= legacy_velocity_multiplier; info.Difficulty.SliderMultiplier *= legacy_velocity_multiplier;
Beatmap<TaikoHitObject> converted = base.ConvertBeatmap(original); Beatmap<TaikoHitObject> converted = base.ConvertBeatmap(original, isForCurrentRuleset);
// Post processing step to transform hit objects with the same start time into strong hits // Post processing step to transform hit objects with the same start time into strong hits
converted.HitObjects = converted.HitObjects.GroupBy(t => t.StartTime).Select(x => converted.HitObjects = converted.HitObjects.GroupBy(t => t.StartTime).Select(x =>

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@ -17,7 +17,7 @@ namespace osu.Game.Rulesets.Taiko
{ {
public class TaikoRuleset : Ruleset public class TaikoRuleset : Ruleset
{ {
public override HitRenderer CreateHitRendererWith(WorkingBeatmap beatmap) => new TaikoHitRenderer(beatmap); public override HitRenderer CreateHitRendererWith(WorkingBeatmap beatmap, bool isForCurrentRuleset) => new TaikoHitRenderer(beatmap, isForCurrentRuleset);
public override IEnumerable<Mod> GetModsFor(ModType type) public override IEnumerable<Mod> GetModsFor(ModType type)
{ {

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@ -22,8 +22,8 @@ namespace osu.Game.Rulesets.Taiko.UI
{ {
public class TaikoHitRenderer : HitRenderer<TaikoHitObject, TaikoJudgement> public class TaikoHitRenderer : HitRenderer<TaikoHitObject, TaikoJudgement>
{ {
public TaikoHitRenderer(WorkingBeatmap beatmap) public TaikoHitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
: base(beatmap) : base(beatmap, isForCurrentRuleset)
{ {
} }

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@ -34,7 +34,7 @@ namespace osu.Game.Beatmaps
protected DifficultyCalculator(Beatmap beatmap) protected DifficultyCalculator(Beatmap beatmap)
{ {
Objects = CreateBeatmapConverter().Convert(beatmap).HitObjects; Objects = CreateBeatmapConverter().Convert(beatmap, true).HitObjects;
foreach (var h in Objects) foreach (var h in Objects)
h.ApplyDefaults(beatmap.TimingInfo, beatmap.BeatmapInfo.Difficulty); h.ApplyDefaults(beatmap.TimingInfo, beatmap.BeatmapInfo.Difficulty);

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@ -26,19 +26,21 @@ namespace osu.Game.Rulesets.Beatmaps
/// Converts a Beatmap using this Beatmap Converter. /// Converts a Beatmap using this Beatmap Converter.
/// </summary> /// </summary>
/// <param name="original">The un-converted Beatmap.</param> /// <param name="original">The un-converted Beatmap.</param>
/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
/// <returns>The converted Beatmap.</returns> /// <returns>The converted Beatmap.</returns>
public Beatmap<T> Convert(Beatmap original) public Beatmap<T> Convert(Beatmap original, bool isForCurrentRuleset)
{ {
// We always operate on a clone of the original beatmap, to not modify it game-wide // We always operate on a clone of the original beatmap, to not modify it game-wide
return ConvertBeatmap(new Beatmap(original)); return ConvertBeatmap(new Beatmap(original), isForCurrentRuleset);
} }
/// <summary> /// <summary>
/// Performs the conversion of a Beatmap using this Beatmap Converter. /// Performs the conversion of a Beatmap using this Beatmap Converter.
/// </summary> /// </summary>
/// <param name="original">The un-converted Beatmap.</param> /// <param name="original">The un-converted Beatmap.</param>
/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
/// <returns>The converted Beatmap.</returns> /// <returns>The converted Beatmap.</returns>
protected virtual Beatmap<T> ConvertBeatmap(Beatmap original) protected virtual Beatmap<T> ConvertBeatmap(Beatmap original, bool isForCurrentRuleset)
{ {
return new Beatmap<T> return new Beatmap<T>
{ {

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@ -18,12 +18,13 @@ namespace osu.Game.Rulesets
public abstract IEnumerable<Mod> GetModsFor(ModType type); public abstract IEnumerable<Mod> GetModsFor(ModType type);
/// <summary> /// <summary>
/// Attempt to create a HitRenderer for the provided beatmap. /// Attempt to create a hit renderer for a beatmap
/// </summary> /// </summary>
/// <param name="beatmap"></param> /// <param name="beatmap">The beatmap to create the hit renderer for.</param>
/// <param name="isForCurrentRuleset">Whether the hit renderer should assume the beatmap is for the current ruleset.</param>
/// <exception cref="BeatmapInvalidForRulesetException">Unable to successfully load the beatmap to be usable with this ruleset.</exception> /// <exception cref="BeatmapInvalidForRulesetException">Unable to successfully load the beatmap to be usable with this ruleset.</exception>
/// <returns></returns> /// <returns></returns>
public abstract HitRenderer CreateHitRendererWith(WorkingBeatmap beatmap); public abstract HitRenderer CreateHitRendererWith(WorkingBeatmap beatmap, bool isForCurrentRuleset);
public abstract DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap); public abstract DifficultyCalculator CreateDifficultyCalculator(Beatmap beatmap);

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@ -66,7 +66,7 @@ namespace osu.Game.Rulesets.UI
/// </summary> /// </summary>
protected abstract bool AllObjectsJudged { get; } protected abstract bool AllObjectsJudged { get; }
protected HitRenderer() internal HitRenderer()
{ {
KeyConversionInputManager = CreateKeyConversionInputManager(); KeyConversionInputManager = CreateKeyConversionInputManager();
KeyConversionInputManager.RelativeSizeAxes = Axes.Both; KeyConversionInputManager.RelativeSizeAxes = Axes.Both;
@ -120,7 +120,12 @@ namespace osu.Game.Rulesets.UI
/// </summary> /// </summary>
public Beatmap<TObject> Beatmap; public Beatmap<TObject> Beatmap;
protected HitRenderer(WorkingBeatmap beatmap) /// <summary>
/// Creates a hit renderer for a beatmap.
/// </summary>
/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
internal HitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
{ {
Debug.Assert(beatmap != null, "HitRenderer initialized with a null beatmap."); Debug.Assert(beatmap != null, "HitRenderer initialized with a null beatmap.");
@ -134,7 +139,7 @@ namespace osu.Game.Rulesets.UI
throw new BeatmapInvalidForRulesetException($"{nameof(Beatmap)} can't be converted for the current ruleset."); throw new BeatmapInvalidForRulesetException($"{nameof(Beatmap)} can't be converted for the current ruleset.");
// Convert the beatmap // Convert the beatmap
Beatmap = converter.Convert(beatmap.Beatmap); Beatmap = converter.Convert(beatmap.Beatmap, isForCurrentRuleset);
// Apply defaults // Apply defaults
foreach (var h in Beatmap.HitObjects) foreach (var h in Beatmap.HitObjects)
@ -201,8 +206,13 @@ namespace osu.Game.Rulesets.UI
private readonly List<DrawableHitObject<TObject, TJudgement>> drawableObjects = new List<DrawableHitObject<TObject, TJudgement>>(); private readonly List<DrawableHitObject<TObject, TJudgement>> drawableObjects = new List<DrawableHitObject<TObject, TJudgement>>();
protected HitRenderer(WorkingBeatmap beatmap) /// <summary>
: base(beatmap) /// Creates a hit renderer for a beatmap.
/// </summary>
/// <param name="beatmap">The beatmap to create the hit renderer for.</param>
/// <param name="isForCurrentRuleset">Whether to assume the beatmap is for the current ruleset.</param>
protected HitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
: base(beatmap, isForCurrentRuleset)
{ {
InputManager.Add(content = new Container InputManager.Add(content = new Container
{ {

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@ -89,7 +89,7 @@ namespace osu.Game.Screens.Play
try try
{ {
HitRenderer = rulesetInstance.CreateHitRendererWith(Beatmap); HitRenderer = rulesetInstance.CreateHitRendererWith(Beatmap, ruleset.ID == Beatmap.BeatmapInfo.Ruleset.ID);
} }
catch (BeatmapInvalidForRulesetException) catch (BeatmapInvalidForRulesetException)
{ {
@ -97,7 +97,7 @@ namespace osu.Game.Screens.Play
// let's try again forcing the beatmap's ruleset. // let's try again forcing the beatmap's ruleset.
ruleset = Beatmap.BeatmapInfo.Ruleset; ruleset = Beatmap.BeatmapInfo.Ruleset;
rulesetInstance = ruleset.CreateInstance(); rulesetInstance = ruleset.CreateInstance();
HitRenderer = rulesetInstance.CreateHitRendererWith(Beatmap); HitRenderer = rulesetInstance.CreateHitRendererWith(Beatmap, true);
} }
if (!HitRenderer.Objects.Any()) if (!HitRenderer.Objects.Any())