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osu-lazer/osu.Game/Rulesets/Edit/BeatmapVerifierContext.cs
T
Hivie 747bff1df9 address review
- add TODO for refactoring verifier context ctor
- call `GetPlayableBeatmap()` in verifier context ctor
- filter diffs with relevant ruleset in check logic
- fix tests
2025-07-16 01:53:22 +01:00

72 lines
2.6 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using osu.Game.Beatmaps;
namespace osu.Game.Rulesets.Edit
{
/// <summary>
/// Represents the context provided by the beatmap verifier to the checks it runs.
/// Contains information about what is being checked and how it should be checked.
/// </summary>
public class BeatmapVerifierContext
{
/// <summary>
/// The playable beatmap instance of the current beatmap.
/// </summary>
public readonly IBeatmap Beatmap;
/// <summary>
/// The working beatmap instance of the current beatmap.
/// </summary>
public readonly IWorkingBeatmap WorkingBeatmap;
/// <summary>
/// The difficulty level which the current beatmap is considered to be.
/// </summary>
public DifficultyRating InterpretedDifficulty;
/// <summary>
/// All beatmap difficulties in the same beatmapset, including the current beatmap.
/// </summary>
public readonly IReadOnlyList<IBeatmap> BeatmapsetDifficulties;
// TODO: Refactor this to have a simple constructor that only stores data and move the beatmap resolution logic to a static factory method.
public BeatmapVerifierContext(IBeatmap beatmap, IWorkingBeatmap workingBeatmap, DifficultyRating difficultyRating = DifficultyRating.ExpertPlus, Func<BeatmapInfo, IBeatmap?>? beatmapResolver = null)
{
Beatmap = beatmap;
WorkingBeatmap = workingBeatmap;
InterpretedDifficulty = difficultyRating;
var beatmapSet = beatmap.BeatmapInfo.BeatmapSet;
if (beatmapSet?.Beatmaps == null)
{
BeatmapsetDifficulties = new[] { beatmap };
return;
}
var difficulties = new List<IBeatmap>();
foreach (var beatmapInfo in beatmapSet.Beatmaps)
{
// Use the current beatmap if it matches this BeatmapInfo
if (beatmapInfo.Equals(beatmap.BeatmapInfo))
{
difficulties.Add(beatmap);
continue;
}
// Try to resolve other difficulties using the provided resolver
var resolvedBeatmap = beatmapResolver?.Invoke(beatmapInfo);
if (resolvedBeatmap != null)
difficulties.Add(resolvedBeatmap);
}
BeatmapsetDifficulties = difficulties;
}
}
}