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Add maintenance settings section for mod presets
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@ -74,6 +74,16 @@ namespace osu.Game.Localisation
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/// </summary>
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public static LocalisableString RestoreAllRecentlyDeletedBeatmaps => new TranslatableString(getKey(@"restore_all_recently_deleted_beatmaps"), @"Restore all recently deleted beatmaps");
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/// <summary>
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/// "Delete ALL mod presets"
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/// </summary>
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public static LocalisableString DeleteAllModPresets => new TranslatableString(getKey(@"delete_all_mod_presets"), @"Delete ALL mod presets");
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/// <summary>
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/// "Restore all recently deleted mod presets"
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/// </summary>
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public static LocalisableString RestoreAllRecentlyDeletedModPresets => new TranslatableString(getKey(@"restore_all_recently_deleted_mod_presets"), @"Restore all recently deleted mod presets");
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private static string getKey(string key) => $"{prefix}:{key}";
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}
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}
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@ -0,0 +1,89 @@
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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.Linq;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Localisation;
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using osu.Framework.Logging;
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using osu.Game.Database;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Localisation;
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namespace osu.Game.Overlays.Settings.Sections.Maintenance
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{
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public class ModPresetSettings : SettingsSubsection
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{
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protected override LocalisableString Header => "Mod presets";
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[Resolved]
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private RealmAccess realm { get; set; } = null!;
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[Resolved]
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private INotificationOverlay? notificationOverlay { get; set; }
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private SettingsButton undeleteButton = null!;
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private SettingsButton deleteAllButton = null!;
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[BackgroundDependencyLoader]
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private void load(IDialogOverlay? dialogOverlay)
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{
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AddRange(new Drawable[]
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{
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deleteAllButton = new DangerousSettingsButton
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{
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Text = MaintenanceSettingsStrings.DeleteAllModPresets,
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Action = () =>
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{
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dialogOverlay?.Push(new MassDeleteConfirmationDialog(() =>
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{
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deleteAllButton.Enabled.Value = false;
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Task.Run(deleteAllModPresets).ContinueWith(t => Schedule(onAllModPresetsDeleted, t));
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}));
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}
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},
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undeleteButton = new SettingsButton
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{
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Text = MaintenanceSettingsStrings.RestoreAllRecentlyDeletedModPresets,
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Action = () => Task.Run(undeleteModPresets).ContinueWith(t => Schedule(onModPresetsUndeleted, t))
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}
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});
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}
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private void deleteAllModPresets() =>
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realm.Write(r =>
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{
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foreach (var preset in r.All<ModPreset>())
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preset.DeletePending = true;
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});
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private void onAllModPresetsDeleted(Task deletionTask)
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{
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deleteAllButton.Enabled.Value = true;
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if (deletionTask.IsCompletedSuccessfully)
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notificationOverlay?.Post(new ProgressCompletionNotification { Text = "Deleted all mod presets!" });
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else if (deletionTask.IsFaulted)
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Logger.Error(deletionTask.Exception, "Failed to delete all mod presets");
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}
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private void undeleteModPresets() =>
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realm.Write(r =>
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{
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foreach (var preset in r.All<ModPreset>().Where(preset => preset.DeletePending))
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preset.DeletePending = false;
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});
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private void onModPresetsUndeleted(Task undeletionTask)
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{
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undeleteButton.Enabled.Value = true;
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if (undeletionTask.IsCompletedSuccessfully)
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notificationOverlay?.Post(new ProgressCompletionNotification { Text = "Restored all deleted mod presets!" });
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else if (undeletionTask.IsFaulted)
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Logger.Error(undeletionTask.Exception, "Failed to restore mod presets");
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}
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}
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}
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@ -25,7 +25,8 @@ namespace osu.Game.Overlays.Settings.Sections
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new BeatmapSettings(),
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new SkinSettings(),
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new CollectionsSettings(),
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new ScoreSettings()
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new ScoreSettings(),
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new ModPresetSettings()
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};
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}
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}
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