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Remove unused includeProtected
parameter
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parent
a3276758b8
commit
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@ -102,8 +102,6 @@ namespace osu.Game.Beatmaps
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return GetWorkingBeatmap(imported?.Beatmaps.First());
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}
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#region Delegation to BeatmapModelManager (methods which previously existed locally).
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/// <summary>
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/// Fired when a single difficulty has been hidden.
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/// </summary>
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@ -150,19 +148,12 @@ namespace osu.Game.Beatmaps
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/// Returns a list of all usable <see cref="BeatmapSetInfo"/>s.
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/// </summary>
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/// <returns>A list of available <see cref="BeatmapSetInfo"/>.</returns>
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public List<BeatmapSetInfo> GetAllUsableBeatmapSets(bool includeProtected = false)
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public List<BeatmapSetInfo> GetAllUsableBeatmapSets()
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{
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using (var context = contextFactory.CreateContext())
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return context.All<BeatmapSetInfo>().Where(b => !b.DeletePending && (includeProtected || !b.Protected)).ToList();
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return context.All<BeatmapSetInfo>().Where(b => !b.DeletePending).ToList();
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}
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/// <summary>
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/// Returns a list of all usable <see cref="BeatmapSetInfo"/>s. Note that files are not populated. TODO: do we still need this? or rather, should we have the non-enumerable version in the first place?
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/// </summary>
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/// <param name="includeProtected">Whether to include protected (system) beatmaps. These should not be included for gameplay playable use cases.</param>
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/// <returns>A list of available <see cref="BeatmapSetInfo"/>.</returns>
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public IEnumerable<BeatmapSetInfo> GetAllUsableBeatmapSetsEnumerable(bool includeProtected = false) => GetAllUsableBeatmapSets(includeProtected);
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/// <summary>
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/// Perform a lookup query on available <see cref="BeatmapSetInfo"/>s.
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/// </summary>
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@ -201,6 +192,8 @@ namespace osu.Game.Beatmaps
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return context.All<BeatmapInfo>().Where(query);
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}
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#region Delegation to BeatmapModelManager (methods which previously existed locally).
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/// <summary>
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/// Perform a lookup query on available <see cref="BeatmapInfo"/>s.
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/// </summary>
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@ -295,7 +295,7 @@ namespace osu.Game.Screens.Select
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Schedule(() =>
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{
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// if we have no beatmaps, let's prompt the user to import from over a stable install if he has one.
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if (!beatmaps.GetAllUsableBeatmapSetsEnumerable().Any() && DisplayStableImportPrompt)
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if (!beatmaps.GetAllUsableBeatmapSets().Any() && DisplayStableImportPrompt)
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{
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dialogOverlay.Push(new ImportFromStablePopup(() =>
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{
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@ -421,7 +421,7 @@ namespace osu.Game.Screens.Select
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// A selection may not have been possible with filters applied.
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// There was possibly a ruleset mismatch. This is a case we can help things along by updating the game-wide ruleset to match.
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if (e.NewValue.BeatmapInfo.Ruleset != null && !e.NewValue.BeatmapInfo.Ruleset.Equals(decoupledRuleset.Value))
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if (!e.NewValue.BeatmapInfo.Ruleset.Equals(decoupledRuleset.Value))
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{
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Ruleset.Value = e.NewValue.BeatmapInfo.Ruleset;
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transferRulesetValue();
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