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Merge branch 'master' into modselect-disable-stacking
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commit
b76116d943
@ -1,9 +1,12 @@
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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;
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using System.Linq;
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using Moq;
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using NUnit.Framework;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Utils;
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namespace osu.Game.Tests.Mods
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@ -99,6 +102,53 @@ namespace osu.Game.Tests.Mods
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Assert.That(ModUtils.CheckAllowed(new[] { mod.Object }, new[] { typeof(Mod) }), Is.False);
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}
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private static readonly object[] invalid_mod_test_scenarios =
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{
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// incompatible pair.
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new object[]
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{
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new Mod[] { new OsuModDoubleTime(), new OsuModHalfTime() },
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new[] { typeof(OsuModDoubleTime), typeof(OsuModHalfTime) }
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},
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// incompatible pair with derived class.
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new object[]
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{
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new Mod[] { new OsuModNightcore(), new OsuModHalfTime() },
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new[] { typeof(OsuModNightcore), typeof(OsuModHalfTime) }
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},
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// system mod.
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new object[]
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{
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new Mod[] { new OsuModDoubleTime(), new OsuModTouchDevice() },
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new[] { typeof(OsuModTouchDevice) }
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},
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// multi mod.
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new object[]
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{
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new Mod[] { new MultiMod(new OsuModHalfTime()), new OsuModHalfTime() },
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new[] { typeof(MultiMod) }
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},
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// valid pair.
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new object[]
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{
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new Mod[] { new OsuModDoubleTime(), new OsuModHardRock() },
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null
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}
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};
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[TestCaseSource(nameof(invalid_mod_test_scenarios))]
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public void TestInvalidModScenarios(Mod[] inputMods, Type[] expectedInvalid)
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{
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bool isValid = ModUtils.CheckValidForGameplay(inputMods, out var invalid);
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Assert.That(isValid, Is.EqualTo(expectedInvalid == null));
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if (isValid)
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Assert.IsNull(invalid);
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else
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Assert.That(invalid?.Select(t => t.GetType()), Is.EquivalentTo(expectedInvalid));
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}
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public abstract class CustomMod1 : Mod
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{
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}
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@ -468,6 +468,12 @@ namespace osu.Game
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private void modsChanged(ValueChangedEvent<IReadOnlyList<Mod>> mods)
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{
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updateModDefaults();
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if (!ModUtils.CheckValidForGameplay(mods.NewValue, out var invalid))
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{
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// ensure we always have a valid set of mods.
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SelectedMods.Value = mods.NewValue.Except(invalid).ToArray();
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}
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}
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private void updateModDefaults()
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@ -83,6 +83,30 @@ namespace osu.Game.Utils
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.All(m => allowedSet.Contains(m.GetType()));
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}
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/// <summary>
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/// Check the provided combination of mods are valid for a local gameplay session.
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/// </summary>
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/// <param name="mods">The mods to check.</param>
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/// <param name="invalidMods">Invalid mods, if any were found. Can be null if all mods were valid.</param>
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/// <returns>Whether the input mods were all valid. If false, <paramref name="invalidMods"/> will contain all invalid entries.</returns>
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public static bool CheckValidForGameplay(IEnumerable<Mod> mods, out List<Mod>? invalidMods)
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{
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mods = mods.ToArray();
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CheckCompatibleSet(mods, out invalidMods);
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foreach (var mod in mods)
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{
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if (mod.Type == ModType.System || !mod.HasImplementation || mod is MultiMod)
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{
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invalidMods ??= new List<Mod>();
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invalidMods.Add(mod);
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}
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}
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return invalidMods == null;
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}
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/// <summary>
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/// Flattens a set of <see cref="Mod"/>s, returning a new set with all <see cref="MultiMod"/>s removed.
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/// </summary>
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