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Add a way to have ruleset-specific configs
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9
osu.Game/Rulesets/Configuration/IRulesetConfigManager.cs
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9
osu.Game/Rulesets/Configuration/IRulesetConfigManager.cs
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// Copyright (c) 2007-2018 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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namespace osu.Game.Rulesets.Configuration
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{
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public interface IRulesetConfigManager
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{
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}
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}
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24
osu.Game/Rulesets/Configuration/RulesetConfigManager.cs
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24
osu.Game/Rulesets/Configuration/RulesetConfigManager.cs
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// Copyright (c) 2007-2018 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.Framework.Configuration;
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using osu.Framework.Platform;
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namespace osu.Game.Rulesets.Configuration
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{
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public abstract class RulesetConfigManager<T> : ConfigManager<T>, IRulesetConfigManager
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where T : struct
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{
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protected override string Filename => ruleset?.ShortName;
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private readonly Ruleset ruleset;
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protected RulesetConfigManager(Ruleset ruleset, Storage storage)
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: base(storage)
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{
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this.ruleset = ruleset;
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// Re-load with the ruleset
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Load();
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}
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}
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}
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@ -9,6 +9,7 @@ using osu.Framework.Input.Bindings;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Overlays.Settings;
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using osu.Game.Rulesets.Configuration;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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@ -89,6 +90,11 @@ namespace osu.Game.Rulesets
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/// <returns>A descriptive name of the variant.</returns>
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public virtual string GetVariantName(int variant) => string.Empty;
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/// <summary>
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/// The <see cref="ConfigManager{T}"/> that is used for settings specific to this <see cref="Ruleset"/>.
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/// </summary>
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public virtual IRulesetConfigManager CreateConfigManager() => null;
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/// <summary>
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/// Create a ruleset info based on this ruleset.
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/// </summary>
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@ -24,6 +24,7 @@ using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Ranking;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Platform;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Cursor;
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@ -88,8 +89,13 @@ namespace osu.Game.Screens.Play
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private bool loadedSuccessfully => RulesetContainer?.Objects.Any() == true;
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private DependencyContainer dependencies;
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protected override IReadOnlyDependencyContainer CreateLocalDependencies(IReadOnlyDependencyContainer parent)
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=> dependencies = new DependencyContainer(base.CreateLocalDependencies(parent));
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, OsuConfigManager config, APIAccess api)
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private void load(AudioManager audio, OsuConfigManager config, APIAccess api, Storage storage)
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{
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this.api = api;
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@ -129,6 +135,10 @@ namespace osu.Game.Screens.Play
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if (!RulesetContainer.Objects.Any())
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throw new InvalidOperationException("Beatmap contains no hit objects!");
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var rulesetConfig = rulesetInstance.CreateConfigManager();
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if (rulesetConfig != null)
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dependencies.Cache(rulesetConfig);
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}
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catch (Exception e)
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{
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@ -314,6 +314,8 @@
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<Compile Include="Overlays\Profile\Sections\Ranks\ScoreModsContainer.cs" />
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<Compile Include="Overlays\Settings\Sections\Gameplay\ScrollingSettings.cs" />
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<Compile Include="Overlays\Settings\Sections\Maintenance\DeleteAllBeatmapsDialog.cs" />
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<Compile Include="Rulesets\Configuration\IRulesetConfigManager.cs" />
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<Compile Include="Rulesets\Configuration\RulesetConfigManager.cs" />
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<Compile Include="Rulesets\Mods\IApplicableFailOverride.cs" />
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<Compile Include="Rulesets\Mods\IApplicableMod.cs" />
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<Compile Include="Rulesets\Mods\IApplicableToBeatmapConverter.cs" />
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