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Also populate ObjectCounts when running a full beatmap process

Saves running things twice on an old install
This commit is contained in:
Dean Herbert
2023-12-18 18:34:55 +09:00
Unverified
parent e7d1cf7868
commit bfa90e9dcb
2 changed files with 3 additions and 0 deletions
+1
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@@ -67,6 +67,7 @@ namespace osu.Game
checkForOutdatedStarRatings();
processBeatmapSetsWithMissingMetrics();
// Note that the previous method will also update these on a fresh run.
processBeatmapsWithMissingObjectCounts();
processScoresWithMissingStatistics();
convertLegacyTotalScoreToStandardised();
+2
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@@ -77,6 +77,8 @@ namespace osu.Game.Beatmaps
beatmap.StarRating = calculator.Calculate().StarRating;
beatmap.Length = working.Beatmap.CalculatePlayableLength();
beatmap.BPM = 60000 / working.Beatmap.GetMostCommonBeatLength();
beatmap.EndTimeObjectCount = working.Beatmap.HitObjects.Count(h => h is IHasDuration);
beatmap.TotalObjectCount = working.Beatmap.HitObjects.Count;
}
// And invalidate again afterwards as re-fetching the most up-to-date database metadata will be required.