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Implement Beatmap conversion testing.
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@ -60,8 +60,8 @@ namespace osu.Game.Screens.Play
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private PauseOverlay pauseOverlay;
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private FailOverlay failOverlay;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuConfigManager config)
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[BackgroundDependencyLoader(permitNulls: true)]
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private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuConfigManager config, OsuGame osu)
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{
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dimLevel = config.GetBindable<int>(OsuConfig.DimLevel);
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mouseWheelDisabled = config.GetBindable<bool>(OsuConfig.MouseDisableWheel);
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@ -76,6 +76,19 @@ namespace osu.Game.Screens.Play
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if (Beatmap == null)
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throw new Exception("Beatmap was not loaded");
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try
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{
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// Try using the preferred user ruleset
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ruleset = osu == null ? Beatmap.BeatmapInfo.Ruleset : osu.Ruleset;
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HitRenderer = ruleset.CreateHitRendererWith(Beatmap);
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}
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catch (BeatmapInvalidForModeException)
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{
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// Default to the beatmap ruleset
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ruleset = Beatmap.BeatmapInfo.Ruleset;
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HitRenderer = ruleset.CreateHitRendererWith(Beatmap);
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}
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}
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catch (Exception e)
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{
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@ -102,12 +115,6 @@ namespace osu.Game.Screens.Play
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sourceClock.Reset();
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});
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ruleset = Beatmap.BeatmapInfo.Ruleset.CreateInstance();
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// Todo: This should be done as early as possible, and should check if the hit renderer
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// can actually convert the hit objects... Somehow...
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HitRenderer = ruleset.CreateHitRendererWith(Beatmap);
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scoreProcessor = HitRenderer.CreateScoreProcessor();
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hudOverlay = new StandardHudOverlay()
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