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Revert split and make collections boolean internal to BeatmapManager

This commit is contained in:
naoey 2023-01-24 07:25:13 +09:00
parent 1c1c9915bb
commit e6de167adb
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GPG Key ID: 670DA9BE3DF7EE60
4 changed files with 11 additions and 29 deletions

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@ -124,7 +124,7 @@ namespace osu.Game.Tests.Beatmaps
Assert.That(preserveCollection.BeatmapMD5Hashes, Does.Contain(initialHash));
Assert.That(noNewCollection.BeatmapMD5Hashes, Does.Not.Contain(initialHash));
beatmaps.SaveExistingBeatmap(working.BeatmapInfo, working.GetPlayableBeatmap(new OsuRuleset().RulesetInfo));
beatmaps.Save(working.BeatmapInfo, working.GetPlayableBeatmap(new OsuRuleset().RulesetInfo));
string finalHash = working.BeatmapInfo.MD5Hash;

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@ -186,7 +186,7 @@ namespace osu.Game.Beatmaps
targetBeatmapSet.Beatmaps.Add(newBeatmap.BeatmapInfo);
newBeatmap.BeatmapInfo.BeatmapSet = targetBeatmapSet;
SaveNewBeatmap(newBeatmap.BeatmapInfo, newBeatmap, beatmapSkin);
save(newBeatmap.BeatmapInfo, newBeatmap, beatmapSkin, false);
workingBeatmapCache.Invalidate(targetBeatmapSet);
return GetWorkingBeatmap(newBeatmap.BeatmapInfo);
@ -286,22 +286,7 @@ namespace osu.Game.Beatmaps
/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to save the content against. The file referenced by <see cref="BeatmapInfo.Path"/> will be replaced.</param>
/// <param name="beatmapContent">The <see cref="IBeatmap"/> content to write.</param>
/// <param name="beatmapSkin">The beatmap <see cref="ISkin"/> content to write, null if to be omitted.</param>
public virtual void SaveExistingBeatmap(BeatmapInfo beatmapInfo, IBeatmap beatmapContent, ISkin? beatmapSkin = null)
{
string oldMd5Hash = beatmapInfo.MD5Hash;
save(beatmapInfo, beatmapContent, beatmapSkin);
Realm.Write(r => beatmapInfo.TransferCollectionReferences(r, oldMd5Hash));
}
/// <summary>
/// Saves a new <see cref="IBeatmap"/> file against a given <see cref="BeatmapInfo"/>.
/// </summary>
/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to save the content against. The file referenced by <see cref="BeatmapInfo.Path"/> will be replaced.</param>
/// <param name="beatmapContent">The <see cref="IBeatmap"/> content to write.</param>
/// <param name="beatmapSkin">The beatmap <see cref="ISkin"/> content to write, null if to be omitted.</param>
public virtual void SaveNewBeatmap(BeatmapInfo beatmapInfo, IBeatmap beatmapContent, ISkin? beatmapSkin = null)
public virtual void Save(BeatmapInfo beatmapInfo, IBeatmap beatmapContent, ISkin? beatmapSkin = null)
{
save(beatmapInfo, beatmapContent, beatmapSkin);
}
@ -414,7 +399,7 @@ namespace osu.Game.Beatmaps
setInfo.Status = BeatmapOnlineStatus.LocallyModified;
}
private void save(BeatmapInfo beatmapInfo, IBeatmap beatmapContent, ISkin? beatmapSkin)
private void save(BeatmapInfo beatmapInfo, IBeatmap beatmapContent, ISkin? beatmapSkin, bool transferCollections = true)
{
var setInfo = beatmapInfo.BeatmapSet;
Debug.Assert(setInfo != null);
@ -448,6 +433,8 @@ namespace osu.Game.Beatmaps
if (existingFileInfo != null)
DeleteFile(setInfo, existingFileInfo);
string oldMd5Hash = beatmapInfo.MD5Hash;
beatmapInfo.MD5Hash = stream.ComputeMD5Hash();
beatmapInfo.Hash = stream.ComputeSHA2Hash();
@ -464,6 +451,9 @@ namespace osu.Game.Beatmaps
setInfo.CopyChangesToRealm(liveBeatmapSet);
if (transferCollections)
beatmapInfo.TransferCollectionReferences(r, oldMd5Hash);
ProcessBeatmap?.Invoke((liveBeatmapSet, false));
});
}

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@ -429,10 +429,7 @@ namespace osu.Game.Screens.Edit
try
{
// save the loaded beatmap's data stream.
if (isNewBeatmap)
beatmapManager.SaveNewBeatmap(editorBeatmap.BeatmapInfo, editorBeatmap.PlayableBeatmap, editorBeatmap.BeatmapSkin);
else
beatmapManager.SaveExistingBeatmap(editorBeatmap.BeatmapInfo, editorBeatmap.PlayableBeatmap, editorBeatmap.BeatmapSkin);
beatmapManager.Save(editorBeatmap.BeatmapInfo, editorBeatmap.PlayableBeatmap, editorBeatmap.BeatmapSkin);
}
catch (Exception ex)
{

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@ -178,12 +178,7 @@ namespace osu.Game.Tests.Visual
=> testBeatmapManager.TestBeatmap;
}
public override void SaveExistingBeatmap(BeatmapInfo info, IBeatmap beatmapContent, ISkin beatmapSkin = null)
{
// don't actually care about saving for this context.
}
public override void SaveNewBeatmap(BeatmapInfo info, IBeatmap beatmapContent, ISkin beatmapSkin = null)
public override void Save(BeatmapInfo info, IBeatmap beatmapContent, ISkin beatmapSkin = null)
{
// don't actually care about saving for this context.
}