`ModelBackedDrawable<T>.CreateDrawable()` is R#-annotated to accept
a potentially null model. Apply nullability there too for better reading
experience.
Unfortunately breaks a few classes (which is fixable), and also breaks
Moq/Castle dynamic proxies (which is unfortunate).
Relevant error:
System.TypeLoadException : Method 'GetPanelBackground' in type 'Castle.Proxies.IWorkingBeatmapProxy' from assembly 'DynamicProxyGenAssembly2, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' does not have an implementation.
Stack Trace:
at System.Reflection.Emit.TypeBuilder.CreateTypeNoLock()
at System.Reflection.Emit.TypeBuilder.CreateTypeInfo()
at Castle.DynamicProxy.Generators.Emitters.AbstractTypeEmitter.BuildType()
at Castle.DynamicProxy.Generators.BaseInterfaceProxyGenerator.GenerateType(String typeName, INamingScope namingScope)
at Castle.DynamicProxy.Generators.BaseProxyGenerator.<>c__DisplayClass13_0.<GetProxyType>b__0(CacheKey cacheKey)
at Castle.Core.Internal.SynchronizedDictionary`2.GetOrAdd(TKey key, Func`2 valueFactory)
at Castle.DynamicProxy.Generators.BaseProxyGenerator.GetProxyType()
at Castle.DynamicProxy.DefaultProxyBuilder.CreateInterfaceProxyTypeWithoutTarget(Type interfaceToProxy, Type[] additionalInterfacesToProxy, ProxyGenerationOptions options)
at Castle.DynamicProxy.ProxyGenerator.CreateInterfaceProxyTypeWithoutTarget(Type interfaceToProxy, Type[] additionalInterfacesToProxy, ProxyGenerationOptions options)
at Castle.DynamicProxy.ProxyGenerator.CreateInterfaceProxyWithoutTarget(Type interfaceToProxy, Type[] additionalInterfacesToProxy, ProxyGenerationOptions options, IInterceptor[] interceptors)
at Moq.CastleProxyFactory.CreateProxy(Type mockType, IInterceptor interceptor, Type[] interfaces, Object[] arguments) in C:\projects\moq4\src\Moq\Interception\CastleProxyFactory.cs:line 50
In theory it would be possible to fix this via application of
[assembly: InternalsVisibleTo("DynamicProxyGenAssembly2")]
onto the `osu.Game` assembly, but I think this would be bad precedent.
This is an effort to improve general performance at song select. At
least on the metal renderer, I can notice very high draw frame overheads
related to texture uploads.
By reducing the size of the texture uploads to roughly match what is
actually being displayed on screen (using a relatively inexpensive crop
operation), we can bastly reduce stuttering both during initial load and
carousel scroll.
You might ask if it's safe to disable mipmapping, but I've tested with
lower resolutions and bilinear filtering seems to handle just fine.
Bilinear without mipmaps only falls apart when you scale below 50% and
we're not going too far past that at minimum game scale, if at all.
Because the online info reset (which includes online ID reset) was
happening after encoding,
`TestSceneBeatmapLeaderboard.TestLocalScoresDisplayOnBeatmapEdit()`
started failing, as the hash no longer matched expectations after the
first save of the map.
this makes it easier to edit hitsounds in the stable editor after export because the sample control point effects wont get overwritten by the properties of the hitobject
This matches stable, and is a much saner default value.
Will apply to new beatmaps and also beatmaps which don't specify a snap
value in the `.osu` file.
In stable, the storyboard filename is fixed. In lazer, we were always
looking for the first `.osb` in the database. In the case a beatmap
archive housed more than one `.osb` files, this may load the incorrect
one.
Using `GetDisplayString` here feels like it could potentially go wrong
in the future, so I'm open to hard-coding this locally (or using string
manipulation to remove the ` [creator_name]` portion of the beatmap's
filename). Open to opinions on that.
Fixes storyboard playback in https://osu.ppy.sh/beatmapsets/1913687#osu/3947758
Fixes#22306.
Changes beatmap saving so that by default it does not transfer
the hashes in collections, and only transfers them when saving the same
difficulty in the editor.
Issue seems to have been introduced in https://github.com/ppy/osu/pull/20641.
In current `master`, the difficulty creation flow would retrieve a
"reference beatmap" to copy metadata and timing points from using
`GetPlayableBeatmap()`. But, importantly, it was calling that method
using *the ruleset of the new difficulty* rather than the ruleset of the
existing one. This would make the difficulty creation flow fail if the
beatmap couldn't be converted between rulesets (like taiko to catch).
Fixing to use the reference beatmap's actual ruleset would be trivial,
but there's no real reason to do all of that work anyway when a
`WorkingBeatmap` is available. Because getting a playable beatmap is not
required to copy across metadata and timing points, remove the
`GetPlayableBeatmap()` step entirely to fix the bug.
Closes#22145.
This turned out to be a hurdle instead as it disallows adding two
beatmap cards of equal beatmap, which, while being a good behaviour in
client, makes tests more complicated to work.
Closes#20994.
I haven't considered how this affects performance of difficulty
calculation or otherwise. Seems like a sane initial fix which we can
iterate on going forward.
I've tested using the scenario in the linked issue.
I'm not going to add test coverage because
[BeatmapConversionTest](https://github.com/ppy/osu/blob/master/osu.Game/Tests/Beatmaps/BeatmapConversionTest.cs)
should correctly cover this scenario once we are serialising control
points as well.
Closes https://github.com/ppy/osu/issues/20824.
Note that this will require a reimport of beatmaps as it is baked into the database. Probably not worth making a migration for at this point in time.