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Add warning message in files
folder to avoid accidental deletion
This is a pretty standard practice for applications that have data stored in folders where a user may accidentally determine that the content is unnecessary. Aims to address cases like https://github.com/ppy/osu/discussions/20394#discussioncomment-3705694. It's not the first time this has come up, and definitely won't be the last.
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@ -5,6 +5,7 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Linq;
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using System.Reflection;
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using System.Reflection;
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using System.Threading;
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using System.Threading;
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@ -255,6 +256,8 @@ namespace osu.Game
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InitialiseFonts();
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InitialiseFonts();
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addFilesWarning();
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Audio.Samples.PlaybackConcurrency = SAMPLE_CONCURRENCY;
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Audio.Samples.PlaybackConcurrency = SAMPLE_CONCURRENCY;
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dependencies.Cache(SkinManager = new SkinManager(Storage, realm, Host, Resources, Audio, Scheduler));
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dependencies.Cache(SkinManager = new SkinManager(Storage, realm, Host, Resources, Audio, Scheduler));
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@ -373,6 +376,29 @@ namespace osu.Game
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Beatmap.BindValueChanged(onBeatmapChanged);
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Beatmap.BindValueChanged(onBeatmapChanged);
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}
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}
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private void addFilesWarning()
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{
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var realmStore = new RealmFileStore(realm, Storage);
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const string filename = "IMPORTANT READ ME.txt";
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if (!realmStore.Storage.Exists(filename))
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{
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using (var stream = realmStore.Storage.CreateFileSafely(filename))
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using (var textWriter = new StreamWriter(stream))
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{
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textWriter.WriteLine(@"This folder contains all your user files (beatmaps, skins, replays etc.)");
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textWriter.WriteLine(@"Please do not touch or delete this folder!!");
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textWriter.WriteLine();
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textWriter.WriteLine(@"If you are really looking to completely delete user data, please delete");
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textWriter.WriteLine(@"the parent folder including all other files and directories");
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textWriter.WriteLine();
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textWriter.WriteLine(@"For more information on how these files are organised,");
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textWriter.WriteLine(@"see https://github.com/ppy/osu/wiki/User-file-storage");
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}
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}
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}
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private void onTrackChanged(WorkingBeatmap beatmap, TrackChangeDirection direction)
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private void onTrackChanged(WorkingBeatmap beatmap, TrackChangeDirection direction)
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{
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{
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// FramedBeatmapClock uses a decoupled clock internally which will mutate the source if it is an `IAdjustableClock`.
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// FramedBeatmapClock uses a decoupled clock internally which will mutate the source if it is an `IAdjustableClock`.
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