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Simplify verifier run call args
Uses the resolved working beatmap instead of resolving it every time. Also uses the EditorBeatmap itself as playable beatmap, as it is of type `IBeatmap` already, and `.PlayableBeatmap` forwards everything anyway.
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@ -61,7 +61,7 @@ namespace osu.Game.Screens.Edit.Verify
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private EditorClock clock { get; set; }
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private EditorClock clock { get; set; }
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[Resolved]
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[Resolved]
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private BeatmapManager beatmapManager { get; set; }
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private IBindable<WorkingBeatmap> workingBeatmap { get; set; }
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[Resolved]
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[Resolved]
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private EditorBeatmap beatmap { get; set; }
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private EditorBeatmap beatmap { get; set; }
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@ -122,11 +122,10 @@ namespace osu.Game.Screens.Edit.Verify
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private void refresh()
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private void refresh()
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{
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{
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var workingBeatmap = beatmapManager.GetWorkingBeatmap(beatmap.BeatmapInfo);
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var issues = generalVerifier.Run(beatmap, workingBeatmap.Value);
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var issues = generalVerifier.Run(beatmap.PlayableBeatmap, workingBeatmap);
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if (rulesetVerifier != null)
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if (rulesetVerifier != null)
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issues = issues.Concat(rulesetVerifier.Run(beatmap.PlayableBeatmap, workingBeatmap));
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issues = issues.Concat(rulesetVerifier.Run(beatmap, workingBeatmap.Value));
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table.Issues = issues
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table.Issues = issues
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.OrderBy(issue => issue.Template.Type)
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.OrderBy(issue => issue.Template.Type)
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