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Merge branch 'master' of git://github.com/ppy/osu into ranks-section
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@ -1,14 +0,0 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Graphics;
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namespace osu.Game.Rulesets
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{
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public class BeatmapStatistic
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{
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public FontAwesome Icon;
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public string Content;
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public string Name;
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}
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}
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@ -1,90 +0,0 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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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 osu.Game.Rulesets.Objects;
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using osu.Game.Beatmaps;
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namespace osu.Game.Rulesets.Beatmaps
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{
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/// <summary>
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/// Converts a Beatmap for another mode.
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/// </summary>
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/// <typeparam name="T">The type of HitObject stored in the Beatmap.</typeparam>
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public abstract class BeatmapConverter<T> where T : HitObject
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{
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/// <summary>
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/// Checks if a Beatmap can be converted using this Beatmap Converter.
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/// </summary>
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/// <param name="beatmap">The Beatmap to check.</param>
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/// <returns>Whether the Beatmap can be converted using this Beatmap Converter.</returns>
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public bool CanConvert(Beatmap beatmap) => ValidConversionTypes.All(t => beatmap.HitObjects.Any(t.IsInstanceOfType));
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/// <summary>
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/// Converts a Beatmap using this Beatmap Converter.
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/// </summary>
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/// <param name="original">The un-converted Beatmap.</param>
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/// <returns>The converted Beatmap.</returns>
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public Beatmap<T> Convert(Beatmap original)
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{
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// We always operate on a clone of the original beatmap, to not modify it game-wide
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return ConvertBeatmap(new Beatmap(original));
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}
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/// <summary>
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/// Performs the conversion of a Beatmap using this Beatmap Converter.
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/// </summary>
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/// <param name="original">The un-converted Beatmap.</param>
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/// <returns>The converted Beatmap.</returns>
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protected virtual Beatmap<T> ConvertBeatmap(Beatmap original)
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{
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return new Beatmap<T>
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{
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BeatmapInfo = original.BeatmapInfo,
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ControlPointInfo = original.ControlPointInfo,
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HitObjects = original.HitObjects.SelectMany(h => convert(h, original)).ToList()
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};
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}
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/// <summary>
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/// Converts a hit object.
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/// </summary>
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/// <param name="original">The hit object to convert.</param>
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/// <param name="beatmap">The un-converted Beatmap.</param>
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/// <returns>The converted hit object.</returns>
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private IEnumerable<T> convert(HitObject original, Beatmap beatmap)
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{
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// Check if the hitobject is already the converted type
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T tObject = original as T;
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if (tObject != null)
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{
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yield return tObject;
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yield break;
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}
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// Convert the hit object
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foreach (var obj in ConvertHitObject(original, beatmap))
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{
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if (obj == null)
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continue;
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yield return obj;
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}
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}
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/// <summary>
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/// The types of HitObjects that can be converted to be used for this Beatmap.
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/// </summary>
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protected abstract IEnumerable<Type> ValidConversionTypes { get; }
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/// <summary>
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/// Performs the conversion of a hit object.
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/// </summary>
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/// <param name="original">The hit object to convert.</param>
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/// <param name="beatmap">The un-converted Beatmap.</param>
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/// <returns>The converted hit object.</returns>
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protected abstract IEnumerable<T> ConvertHitObject(HitObject original, Beatmap beatmap);
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}
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}
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@ -1,25 +0,0 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Beatmaps
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{
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/// <summary>
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/// Processes a post-converted Beatmap.
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/// </summary>
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/// <typeparam name="TObject">The type of HitObject contained in the Beatmap.</typeparam>
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public class BeatmapProcessor<TObject>
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where TObject : HitObject
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{
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/// <summary>
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/// Post-processes a Beatmap to add mode-specific components that aren't added during conversion.
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/// <para>
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/// An example of such a usage is for combo colours.
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/// </para>
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/// </summary>
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/// <param name="beatmap">The Beatmap to process.</param>
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public virtual void PostProcess(Beatmap<TObject> beatmap) { }
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}
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}
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@ -16,14 +16,29 @@ namespace osu.Game.Rulesets
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/// </summary>
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public class RulesetStore : DatabaseBackedStore
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{
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private static readonly Dictionary<Assembly, Type> loaded_assemblies = new Dictionary<Assembly, Type>();
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public IEnumerable<RulesetInfo> AllRulesets => Query<RulesetInfo>().Where(r => r.Available);
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public RulesetStore(SQLiteConnection connection) : base(connection)
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{
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}
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static RulesetStore()
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{
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AppDomain.CurrentDomain.AssemblyResolve += currentDomain_AssemblyResolve;
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foreach (string file in Directory.GetFiles(Environment.CurrentDirectory, $"{ruleset_library_prefix}.*.dll"))
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loadRulesetFromFile(file);
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}
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private static Assembly currentDomain_AssemblyResolve(object sender, ResolveEventArgs args) => loaded_assemblies.Keys.FirstOrDefault(a => a.FullName == args.Name);
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private const string ruleset_library_prefix = "osu.Game.Rulesets";
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protected override void Prepare(bool reset = false)
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{
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Connection.CreateTable<RulesetInfo>();
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if (reset)
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@ -31,60 +46,61 @@ namespace osu.Game.Rulesets
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Connection.DeleteAll<RulesetInfo>();
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}
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List<Ruleset> instances = new List<Ruleset>();
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var instances = loaded_assemblies.Values.Select(r => (Ruleset)Activator.CreateInstance(r, new RulesetInfo()));
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foreach (string file in Directory.GetFiles(Environment.CurrentDirectory, @"osu.Game.Rulesets.*.dll"))
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Connection.RunInTransaction(() =>
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{
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try
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//add all legacy modes in correct order
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foreach (var r in instances.Where(r => r.LegacyID >= 0).OrderBy(r => r.LegacyID))
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{
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var assembly = Assembly.LoadFile(file);
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var rulesets = assembly.GetTypes().Where(t => t.IsSubclassOf(typeof(Ruleset)));
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if (rulesets.Count() != 1)
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continue;
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foreach (Type rulesetType in rulesets)
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instances.Add((Ruleset)Activator.CreateInstance(rulesetType, new RulesetInfo()));
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}
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catch (Exception) { }
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}
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Connection.BeginTransaction();
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//add all legacy modes in correct order
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foreach (var r in instances.Where(r => r.LegacyID >= 0).OrderBy(r => r.LegacyID))
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{
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Connection.InsertOrReplace(createRulesetInfo(r));
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}
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//add any other modes
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foreach (var r in instances.Where(r => r.LegacyID < 0))
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{
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var us = createRulesetInfo(r);
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var existing = Query<RulesetInfo>().Where(ri => ri.InstantiationInfo == us.InstantiationInfo).FirstOrDefault();
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if (existing == null)
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Connection.Insert(us);
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}
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//perform a consistency check
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foreach (var r in Query<RulesetInfo>())
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{
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try
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{
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r.CreateInstance();
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r.Available = true;
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}
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catch
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{
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r.Available = false;
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Connection.InsertOrReplace(createRulesetInfo(r));
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}
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Connection.Update(r);
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}
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//add any other modes
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foreach (var r in instances.Where(r => r.LegacyID < 0))
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{
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var us = createRulesetInfo(r);
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Connection.Commit();
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var existing = Query<RulesetInfo>().Where(ri => ri.InstantiationInfo == us.InstantiationInfo).FirstOrDefault();
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if (existing == null)
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Connection.Insert(us);
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}
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});
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Connection.RunInTransaction(() =>
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{
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//perform a consistency check
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foreach (var r in Query<RulesetInfo>())
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{
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try
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{
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r.CreateInstance();
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r.Available = true;
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}
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catch
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{
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r.Available = false;
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}
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Connection.Update(r);
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}
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});
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}
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private static void loadRulesetFromFile(string file)
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{
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var filename = Path.GetFileNameWithoutExtension(file);
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if (loaded_assemblies.Values.Any(t => t.Namespace == filename))
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return;
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try
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{
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var assembly = Assembly.LoadFrom(file);
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loaded_assemblies[assembly] = assembly.GetTypes().First(t => t.IsSubclassOf(typeof(Ruleset)));
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}
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catch (Exception) { }
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}
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private RulesetInfo createRulesetInfo(Ruleset ruleset) => new RulesetInfo
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@ -17,7 +17,6 @@ using osu.Framework.Input;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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using OpenTK;
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using osu.Game.Rulesets.Beatmaps;
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namespace osu.Game.Rulesets.UI
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{
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