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Limit upper number of editor beatmap states saved to 50
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71
osu.Game.Tests/Editor/EditorChangeHandlerTest.cs
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71
osu.Game.Tests/Editor/EditorChangeHandlerTest.cs
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@ -0,0 +1,71 @@
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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 NUnit.Framework;
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using osu.Game.Beatmaps;
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using osu.Game.Screens.Edit;
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namespace osu.Game.Tests.Editor
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{
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[TestFixture]
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public class EditorChangeHandlerTest
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{
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[Test]
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public void TestSaveRestoreState()
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{
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var handler = new EditorChangeHandler(new EditorBeatmap(new Beatmap()));
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Assert.That(handler.HasUndoState, Is.False);
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handler.SaveState();
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Assert.That(handler.HasUndoState, Is.True);
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handler.RestoreState(-1);
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Assert.That(handler.HasUndoState, Is.False);
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}
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[Test]
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public void TestMaxStatesSaved()
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{
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var handler = new EditorChangeHandler(new EditorBeatmap(new Beatmap()));
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Assert.That(handler.HasUndoState, Is.False);
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for (int i = 0; i < EditorChangeHandler.MAX_SAVED_STATES; i++)
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handler.SaveState();
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Assert.That(handler.HasUndoState, Is.True);
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for (int i = 0; i < EditorChangeHandler.MAX_SAVED_STATES; i++)
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{
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Assert.That(handler.HasUndoState, Is.True);
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handler.RestoreState(-1);
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}
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Assert.That(handler.HasUndoState, Is.False);
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}
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[Test]
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public void TestMaxStatesExceeded()
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{
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var handler = new EditorChangeHandler(new EditorBeatmap(new Beatmap()));
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Assert.That(handler.HasUndoState, Is.False);
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for (int i = 0; i < EditorChangeHandler.MAX_SAVED_STATES * 2; i++)
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handler.SaveState();
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Assert.That(handler.HasUndoState, Is.True);
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for (int i = 0; i < EditorChangeHandler.MAX_SAVED_STATES; i++)
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{
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Assert.That(handler.HasUndoState, Is.True);
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handler.RestoreState(-1);
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}
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Assert.That(handler.HasUndoState, Is.False);
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}
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}
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}
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@ -25,6 +25,8 @@ namespace osu.Game.Screens.Edit
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private int bulkChangesStarted;
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private bool isRestoring;
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public const int MAX_SAVED_STATES = 50;
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/// <summary>
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/// Creates a new <see cref="EditorChangeHandler"/>.
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/// </summary>
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@ -43,6 +45,8 @@ namespace osu.Game.Screens.Edit
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SaveState();
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}
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public bool HasUndoState => currentState > 0;
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private void hitObjectAdded(HitObject obj) => SaveState();
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private void hitObjectRemoved(HitObject obj) => SaveState();
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@ -74,6 +78,9 @@ namespace osu.Game.Screens.Edit
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if (currentState < savedStates.Count - 1)
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savedStates.RemoveRange(currentState + 1, savedStates.Count - currentState - 1);
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if (savedStates.Count > MAX_SAVED_STATES)
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savedStates.RemoveAt(0);
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using (var stream = new MemoryStream())
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{
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using (var sw = new StreamWriter(stream, Encoding.UTF8, 1024, true))
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