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mirror of https://github.com/ppy/osu.git synced 2025-01-28 04:02:57 +08:00

Move ImportParameters to better home

This commit is contained in:
Dean Herbert 2022-12-13 21:41:26 +09:00
parent cb16d62700
commit b8904fe747
12 changed files with 25 additions and 30 deletions

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@ -12,7 +12,6 @@ using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions;
using osu.Framework.Platform;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Extensions;
using osu.Game.IO;

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@ -526,24 +526,4 @@ namespace osu.Game.Beatmaps
public override string HumanisedModelName => "beatmap";
}
public struct ImportParameters
{
/// <summary>
/// Whether this import is part of a larger batch.
/// </summary>
/// <remarks>
/// May skip intensive pre-import checks in favour of faster processing.
///
/// More specifically, imports will be skipped before they begin, given an existing model matches on hash and filenames. Should generally only be used for large batch imports, as it may defy user expectations when updating an existing model.
///
/// Will also change scheduling behaviour to run at a lower priority.
/// </remarks>
public bool Batch { get; set; }
/// <summary>
/// Whether this import should use hard links rather than file copy operations if available.
/// </summary>
public bool PreferHardLinks { get; set; }
}
}

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@ -5,7 +5,6 @@
using System.Collections.Generic;
using System.Threading.Tasks;
using osu.Game.Beatmaps;
namespace osu.Game.Database
{

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@ -4,7 +4,6 @@
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using osu.Game.Beatmaps;
using osu.Game.Overlays.Notifications;
namespace osu.Game.Database

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@ -0,0 +1,25 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
namespace osu.Game.Database
{
public struct ImportParameters
{
/// <summary>
/// Whether this import is part of a larger batch.
/// </summary>
/// <remarks>
/// May skip intensive pre-import checks in favour of faster processing.
///
/// More specifically, imports will be skipped before they begin, given an existing model matches on hash and filenames. Should generally only be used for large batch imports, as it may defy user expectations when updating an existing model.
///
/// Will also change scheduling behaviour to run at a lower priority.
/// </remarks>
public bool Batch { get; set; }
/// <summary>
/// Whether this import should use hard links rather than file copy operations if available.
/// </summary>
public bool PreferHardLinks { get; set; }
}
}

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@ -8,7 +8,6 @@ using System.Linq;
using System.Threading.Tasks;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Game.Beatmaps;
using osu.Game.IO;
namespace osu.Game.Database

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@ -13,7 +13,6 @@ using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Framework.Threading;
using osu.Game.Beatmaps;
using osu.Game.Extensions;
using osu.Game.IO.Archives;
using osu.Game.Models;

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@ -7,7 +7,6 @@ using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading.Tasks;
using osu.Game.Beatmaps;
using osu.Game.Database;
namespace osu.Game

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@ -17,7 +17,6 @@ using osu.Framework.Graphics.UserInterface;
using osu.Framework.Localisation;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;

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@ -16,7 +16,6 @@ using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Localisation;
using osu.Framework.Platform;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Graphics.UserInterfaceV2;
using osuTK;

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@ -18,7 +18,6 @@ using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Localisation;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;

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@ -22,7 +22,6 @@ using osu.Framework.Testing;
using osu.Framework.Threading;
using osu.Framework.Utils;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.IO;
using osu.Game.Overlays.Notifications;