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da74dc9963
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@ -2,10 +2,13 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Runtime.InteropServices;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Logging;
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using osu.Game;
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using osu.Game.Configuration;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Screens.Play;
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@ -16,7 +19,7 @@ namespace osu.Desktop.Updater
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{
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public partial class VelopackUpdateManager : Game.Updater.UpdateManager
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{
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private readonly UpdateManager updateManager;
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private UpdateManager updateManager = null!;
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private INotificationOverlay notificationOverlay = null!;
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[Resolved]
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@ -25,22 +28,45 @@ namespace osu.Desktop.Updater
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[Resolved]
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private ILocalUserPlayInfo? localUserInfo { get; set; }
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[Resolved]
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private OsuConfigManager osuConfigManager { get; set; } = null!;
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private bool isInGameplay => localUserInfo?.PlayingState.Value != LocalUserPlayingState.NotPlaying;
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private UpdateInfo? pendingUpdate;
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public VelopackUpdateManager()
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{
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updateManager = new UpdateManager(new GithubSource(@"https://github.com/ppy/osu", null, false), new UpdateOptions
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{
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AllowVersionDowngrade = true,
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});
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}
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private Bindable<ReleaseStream> releaseStream => osuConfigManager.GetBindable<ReleaseStream>(OsuSetting.ReleaseStream);
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[BackgroundDependencyLoader]
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private void load(INotificationOverlay notifications)
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{
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notificationOverlay = notifications;
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UpdateOptions options = new UpdateOptions
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{
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AllowVersionDowngrade = true,
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};
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string arch = RuntimeInformation.OSArchitecture.ToString().ToLowerInvariant();
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string platform = Environment.OSVersion.Platform switch
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{
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PlatformID.Win32NT => "win",
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PlatformID.Unix => "linux-" + arch,
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PlatformID.MacOSX => "osx-" + arch,
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_ => throw new PlatformNotSupportedException(),
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};
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if (releaseStream.Value == ReleaseStream.Photon)
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{
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options.ExplicitChannel = $"{platform}-photon";
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// TODO: The logging here is not correct. It should be reading from `VelopackLocator.GetDefault(null).Channel` instead. Should also probably be moved to a more appropriate location.
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Logger.Log("Using photon channel");
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}
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else if (releaseStream.Value == ReleaseStream.Lazer)
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options.ExplicitChannel = platform;
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updateManager = new UpdateManager(new GithubSource(@"https://github.com/ppy/osu", null, false), options);
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}
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protected override async Task<bool> PerformUpdateCheck() => await checkForUpdateAsync().ConfigureAwait(false);
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@ -144,6 +144,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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foreach (var nested in hitObject.NestedHitObjects)
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simulateHit(nested, ref attributes);
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return;
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case StrongNestedHitObject:
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// we never need to deal with these directly.
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// the only thing strong hits do in terms of scoring is double their object's score increase,
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// which is already handled at the parent object level via the `strongable.IsStrong` check lower down in this method.
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// not handling these here can lead to them falsely being counted as combo-increasing when handling strong drum rolls!
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return;
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}
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if (hitObject is DrumRollTick tick)
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@ -6,6 +6,7 @@ namespace osu.Game.Configuration
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public enum ReleaseStream
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{
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Lazer,
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Photon,
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//Stable40,
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//Beta40,
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//Stable
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@ -13,6 +13,7 @@ using osu.Framework.Screens;
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using osu.Framework.Statistics;
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using osu.Game.Configuration;
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using osu.Game.Localisation;
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using osu.Game.Overlays.Dialog;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Overlays.Settings.Sections.Maintenance;
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using osu.Game.Updater;
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@ -36,13 +37,40 @@ namespace osu.Game.Overlays.Settings.Sections.General
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[Resolved]
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private Storage storage { get; set; } = null!;
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[Resolved]
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private IDialogOverlay dialogOverlay { get; set; } = null!;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config, OsuGame? game)
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{
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var releaseStream = config.GetBindable<ReleaseStream>(OsuSetting.ReleaseStream);
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Add(new SettingsEnumDropdown<ReleaseStream>
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{
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LabelText = GeneralSettingsStrings.ReleaseStream,
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Current = config.GetBindable<ReleaseStream>(OsuSetting.ReleaseStream),
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Current = releaseStream,
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});
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bool debounce = false;
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releaseStream.BindValueChanged(r =>
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{
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if (debounce)
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{
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debounce = false;
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return;
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}
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if (game?.RestartAppWhenExited() == true)
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{
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game.AttemptExit();
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}
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else
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{
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dialogOverlay.Push(new ConfirmDialog("You must restart after changing release streams. Are you sure about this?", () => game?.AttemptExit(), () =>
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{
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debounce = true;
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releaseStream.Value = r.OldValue;
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}));
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}
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});
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if (updateManager?.CanCheckForUpdate == true)
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