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Merge pull request #26484 from bdach/only-validate-playback-rate-when-submitting
Only validate playback rate when in submission context
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commit
98fe9f32d8
@ -21,7 +21,6 @@ using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko;
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using osu.Game.Rulesets.Taiko;
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using osu.Game.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Ranking;
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using osu.Game.Screens.Ranking;
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using osu.Game.Tests.Beatmaps;
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using osu.Game.Tests.Beatmaps;
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@ -360,11 +359,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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AllowImportCompletion = new SemaphoreSlim(1);
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AllowImportCompletion = new SemaphoreSlim(1);
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}
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}
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protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new MasterGameplayClockContainer(beatmap, gameplayStart)
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{
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ShouldValidatePlaybackRate = false,
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};
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protected override async Task ImportScore(Score score)
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protected override async Task ImportScore(Score score)
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{
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{
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ScoreImportStarted = true;
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ScoreImportStarted = true;
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@ -44,7 +44,7 @@ namespace osu.Game.Screens.Play
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/// Whether the audio playback rate should be validated.
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/// Whether the audio playback rate should be validated.
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/// Mostly disabled for tests.
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/// Mostly disabled for tests.
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/// </summary>
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/// </summary>
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internal bool ShouldValidatePlaybackRate { get; init; } = true;
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internal bool ShouldValidatePlaybackRate { get; init; }
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/// <summary>
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/// <summary>
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/// Whether the audio playback is within acceptable ranges.
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/// Whether the audio playback is within acceptable ranges.
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@ -61,6 +61,11 @@ namespace osu.Game.Screens.Play
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AddInternal(new PlayerTouchInputDetector());
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AddInternal(new PlayerTouchInputDetector());
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}
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}
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protected override GameplayClockContainer CreateGameplayClockContainer(WorkingBeatmap beatmap, double gameplayStart) => new MasterGameplayClockContainer(beatmap, gameplayStart)
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{
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ShouldValidatePlaybackRate = true,
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};
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protected override void LoadAsyncComplete()
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protected override void LoadAsyncComplete()
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{
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{
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base.LoadAsyncComplete();
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base.LoadAsyncComplete();
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