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Merge pull request #11342 from bdach/fix-beatmap-not-reverting
Fix user changes in multi song select not reverting on exit without confirmation
This commit is contained in:
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Extensions;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Catch;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Taiko;
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using osu.Game.Rulesets.Taiko.Mods;
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using osu.Game.Screens.OnlinePlay.Multiplayer;
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using osu.Game.Screens.Select;
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namespace osu.Game.Tests.Visual.Multiplayer
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{
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public class TestSceneMultiplayerMatchSongSelect : RoomTestScene
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{
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private BeatmapManager manager;
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private RulesetStore rulesets;
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private List<BeatmapInfo> beatmaps;
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private TestMultiplayerMatchSongSelect songSelect;
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[BackgroundDependencyLoader]
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private void load(GameHost host, AudioManager audio)
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{
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Dependencies.Cache(rulesets = new RulesetStore(ContextFactory));
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Dependencies.Cache(manager = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, host, Beatmap.Default));
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beatmaps = new List<BeatmapInfo>();
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for (int i = 0; i < 8; ++i)
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{
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int beatmapId = 10 * 10 + i;
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int length = RNG.Next(30000, 200000);
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double bpm = RNG.NextSingle(80, 200);
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beatmaps.Add(new BeatmapInfo
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{
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Ruleset = rulesets.GetRuleset(i % 4),
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OnlineBeatmapID = beatmapId,
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Length = length,
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BPM = bpm,
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BaseDifficulty = new BeatmapDifficulty()
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});
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}
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manager.Import(new BeatmapSetInfo
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{
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OnlineBeatmapSetID = 10,
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Hash = Guid.NewGuid().ToString().ComputeMD5Hash(),
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Metadata = new BeatmapMetadata
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{
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Artist = "Some Artist",
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Title = "Some Beatmap",
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AuthorString = "Some Author"
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},
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Beatmaps = beatmaps,
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DateAdded = DateTimeOffset.UtcNow
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}).Wait();
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}
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddStep("reset", () =>
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{
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Ruleset.Value = new OsuRuleset().RulesetInfo;
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Beatmap.SetDefault();
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SelectedMods.SetDefault();
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});
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AddStep("create song select", () => LoadScreen(songSelect = new TestMultiplayerMatchSongSelect()));
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AddUntilStep("wait for present", () => songSelect.IsCurrentScreen());
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}
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[Test]
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public void TestBeatmapRevertedOnExitIfNoSelection()
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{
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BeatmapInfo selectedBeatmap = null;
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AddStep("select beatmap",
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() => songSelect.Carousel.SelectBeatmap(selectedBeatmap = beatmaps.Where(beatmap => beatmap.RulesetID == new OsuRuleset().LegacyID).ElementAt(1)));
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AddUntilStep("wait for selection", () => Beatmap.Value.BeatmapInfo.Equals(selectedBeatmap));
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AddStep("exit song select", () => songSelect.Exit());
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AddAssert("beatmap reverted", () => Beatmap.IsDefault);
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}
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[Test]
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public void TestModsRevertedOnExitIfNoSelection()
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{
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AddStep("change mods", () => SelectedMods.Value = new[] { new OsuModDoubleTime() });
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AddStep("exit song select", () => songSelect.Exit());
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AddAssert("mods reverted", () => SelectedMods.Value.Count == 0);
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}
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[Test]
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public void TestRulesetRevertedOnExitIfNoSelection()
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{
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AddStep("change ruleset", () => Ruleset.Value = new CatchRuleset().RulesetInfo);
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AddStep("exit song select", () => songSelect.Exit());
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AddAssert("ruleset reverted", () => Ruleset.Value.Equals(new OsuRuleset().RulesetInfo));
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}
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[Test]
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public void TestBeatmapConfirmed()
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{
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BeatmapInfo selectedBeatmap = null;
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AddStep("change ruleset", () => Ruleset.Value = new TaikoRuleset().RulesetInfo);
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AddStep("select beatmap",
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() => songSelect.Carousel.SelectBeatmap(selectedBeatmap = beatmaps.First(beatmap => beatmap.RulesetID == new TaikoRuleset().LegacyID)));
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AddUntilStep("wait for selection", () => Beatmap.Value.BeatmapInfo.Equals(selectedBeatmap));
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AddStep("set mods", () => SelectedMods.Value = new[] { new TaikoModDoubleTime() });
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AddStep("confirm selection", () => songSelect.FinaliseSelection());
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AddStep("exit song select", () => songSelect.Exit());
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AddAssert("beatmap not changed", () => Beatmap.Value.BeatmapInfo.Equals(selectedBeatmap));
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AddAssert("ruleset not changed", () => Ruleset.Value.Equals(new TaikoRuleset().RulesetInfo));
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AddAssert("mods not changed", () => SelectedMods.Value.Single() is TaikoModDoubleTime);
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}
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private class TestMultiplayerMatchSongSelect : MultiplayerMatchSongSelect
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{
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public new BeatmapCarousel Carousel => base.Carousel;
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}
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}
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}
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using Humanizer;
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using Humanizer;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Logging;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Online.Rooms;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Select;
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using osu.Game.Screens.Select;
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namespace osu.Game.Screens.OnlinePlay.Multiplayer
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namespace osu.Game.Screens.OnlinePlay.Multiplayer
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@ -29,6 +33,12 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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private LoadingLayer loadingLayer;
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private LoadingLayer loadingLayer;
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private WorkingBeatmap initialBeatmap;
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private RulesetInfo initialRuleset;
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private IReadOnlyList<Mod> initialMods;
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private bool itemSelected;
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public MultiplayerMatchSongSelect()
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public MultiplayerMatchSongSelect()
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{
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{
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Padding = new MarginPadding { Horizontal = HORIZONTAL_OVERFLOW_PADDING };
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Padding = new MarginPadding { Horizontal = HORIZONTAL_OVERFLOW_PADDING };
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private void load()
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private void load()
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{
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{
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AddInternal(loadingLayer = new LoadingLayer(Carousel));
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AddInternal(loadingLayer = new LoadingLayer(Carousel));
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initialBeatmap = Beatmap.Value;
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initialRuleset = Ruleset.Value;
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initialMods = Mods.Value.ToList();
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}
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}
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protected override bool OnStart()
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protected override bool OnStart()
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{
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{
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itemSelected = true;
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var item = new PlaylistItem();
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var item = new PlaylistItem();
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item.Beatmap.Value = Beatmap.Value.BeatmapInfo;
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item.Beatmap.Value = Beatmap.Value.BeatmapInfo;
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return true;
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return true;
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}
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}
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public override bool OnExiting(IScreen next)
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{
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if (!itemSelected)
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{
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Beatmap.Value = initialBeatmap;
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Ruleset.Value = initialRuleset;
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Mods.Value = initialMods;
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}
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return base.OnExiting(next);
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}
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protected override BeatmapDetailArea CreateBeatmapDetailArea() => new PlayBeatmapDetailArea();
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protected override BeatmapDetailArea CreateBeatmapDetailArea() => new PlayBeatmapDetailArea();
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}
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}
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}
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}
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