Override SetLifetimeStart/SetLifetimeEnd separately to track individual assignment. It is necessary to ensure real lifetime is not lost when lifetime is partially updated.
Hidden properties are used when the type is the base class. It caused issues when `DrawableHitObject` logic is factored out to `PoolableDrawableWithLifetime` because it is using the base `LifetimeEntry`, not `HitObjectLifetimeEntry`.
Added these in a previous iteration, where I had the mania variant inherit this class.
No longer necessary as `IHasColumn` was used to make this check more generic.
Will potentially have `CheckUnsnappedKiai` or similar later, so this is worth specifying.
Also consistent with `CheckConcurrentObjects`, which will likely have a `CheckConcurrentLines` later.
Here we use `IHasColumn` to support rulesets with columns, and so I moved that interface out into `osu.Game` from `osu.Game.Rulesets.Mania`.
We also use the same threshold as the unsnap check to ensure that no problems slip through. Specifically where an object is simultaneously not concurrent and not unsnapped but still on the same tick.
Further separates them from `IBeatSnapProvider`'s `SnapTime`, and groups them together more, to prevent confusion between the two interfaces.
Also changes the xmldoc of the reference time to that of `IBeatSnapProvider` for consistency.
Seems `EditorBeatmap` already implements a different kind of `SnapTime` from `IBeatSnapProvider`, so method names here aren't great.
This is very similar to what https://github.com/ppy/osu/pull/12558 is doing, so may need to do some duplicate resolution later, especially surrounding `ClosestBeatSnapDivisor`.
Worth noting that this change makes 1/7, 1/5, etc unsupported for now, as we now rely on `BindableBeatDivisor.VALID_DIVISORS`.
This is different from the working beatmap's `.Beatmap` property in that it is mutated by the ruleset/editor.
So hit objects, for example, are actually of type `Slider` and such instead of the legacy `ConvertSlider`.
This should be preferred over `workingBeatmap.Beatmap`.
This allows us to use the same method of checking for other files that should exist, for example the audio file.
By using the same method, they all share test cases too.
Makes use of the new `BeatmapSet.GetPathForFile` method and removes dependency on `WorkingBeatmap` specifically, allowing us to switch to `IWorkingBeatmap` later.
This lets us access things like the background, track, etc. which are necessary for quality and filesize checks.
Also improves the structure of the `CheckBackgroundTest` class in the process.
Making those always non-null is postponed as when a replay's frame contains keypress the behavior is changed.
Previously, the key is pressed at the time of the first frame. But using non-null frames means the key is pressed at negative infinity.
However, I think the new way of always using non-null frames makes the client code so I plan to bundle the change to more breaking changes.
This is a workaround of a timing issue.
KeyCounter is disabled while break time (`HasCompleted == true`).
When the last keypress is exactly at the same time the map ends, the last frame was considered in a break time while forward play but considered not in a break time while rewinding. This inconsistency made the last keypress not decremented in the key counter when a replay is rewound.
The situation regularly happens in osu!standard because the map ends right after the player hits the last hit circle. It was caught by `TestSceneGameplayRewinding`.
This commit makes the update of the map completion delayed one frame. The problematic keypress frame is now processed strictly before the map completion, and the map completion status is correctly rewound before the keypress frame.