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https://github.com/ppy/osu
synced 2025-01-31 10:22:02 +00:00
Replace checks with realistic ones
This commit is contained in:
parent
b30e41b805
commit
bc4f3351f3
@ -1,86 +0,0 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Screens.Edit.Verify;
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using osu.Game.Screens.Edit.Verify.Components;
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namespace osu.Game.Rulesets.Osu.Edit.Checks
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{
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public class CheckConsecutiveCircles : BeatmapCheck
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{
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private const double consecutive_threshold = 3;
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private const double delta_time_min_expected = 300;
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private const double delta_time_min_threshold = 100;
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public override CheckMetadata Metadata() => new CheckMetadata
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(
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category: CheckMetadata.CheckCategory.Spread,
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description: "Too many or fast consecutive circles."
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);
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private IssueTemplate templateManyInARow = new IssueTemplate
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(
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type: IssueTemplate.IssueType.Problem,
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unformattedMessage: "There are {0} circles in a row here, expected at most {1}."
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);
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private IssueTemplate templateTooFast = new IssueTemplate
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(
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type: IssueTemplate.IssueType.Warning,
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unformattedMessage: "These circles are too fast ({0:0} ms), expected at least {1:0} ms."
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);
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private IssueTemplate templateAlmostTooFast = new IssueTemplate
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(
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type: IssueTemplate.IssueType.Negligible,
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unformattedMessage: "These circles are almost too fast ({0:0} ms), expected at least {1:0} ms."
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);
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public override IEnumerable<IssueTemplate> Templates() => new[]
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{
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templateManyInARow,
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templateTooFast,
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templateAlmostTooFast
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};
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public override IEnumerable<Issue> Run(IBeatmap beatmap)
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{
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List<HitCircle> prevCircles = new List<HitCircle>();
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foreach (HitObject hitobject in beatmap.HitObjects)
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{
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if (!(hitobject is HitCircle circle) || hitobject == beatmap.HitObjects.Last())
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{
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if (prevCircles.Count > consecutive_threshold)
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{
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yield return new Issue(
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prevCircles,
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templateManyInARow,
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prevCircles.Count, consecutive_threshold
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);
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}
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prevCircles.Clear();
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continue;
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}
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double? prevDeltaTime = circle.StartTime - prevCircles.LastOrDefault()?.StartTime;
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prevCircles.Add(circle);
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if (prevDeltaTime == null || prevDeltaTime >= delta_time_min_expected)
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continue;
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yield return new Issue(
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prevCircles.TakeLast(2),
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prevDeltaTime < delta_time_min_threshold ? templateTooFast : templateAlmostTooFast,
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prevDeltaTime, delta_time_min_expected
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);
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}
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}
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}
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}
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110
osu.Game.Rulesets.Osu/Edit/Checks/CheckOffscreenObjects.cs
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110
osu.Game.Rulesets.Osu/Edit/Checks/CheckOffscreenObjects.cs
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@ -0,0 +1,110 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Edit.Checks.Components;
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using osu.Game.Rulesets.Osu.Objects;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Edit.Checks
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{
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public class CheckOffscreenObjects : BeatmapCheck
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{
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// These are close approximates to the edges of the screen
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// in gameplay on a 4:3 aspect ratio for osu!stable.
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private const int min_x = -67;
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private const int min_y = -60;
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private const int max_x = 579;
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private const int max_y = 428;
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// The amount of milliseconds to step through a slider path at a time
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// (higher = more performant, but higher false-negative chance).
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private const int path_step_size = 5;
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public override CheckMetadata Metadata() => new CheckMetadata
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(
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category: CheckMetadata.CheckCategory.Compose,
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description: "Offscreen hitobjects."
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);
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public override IEnumerable<IssueTemplate> Templates() => new[]
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{
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templateOffscreen,
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templateOffscreenSliderPath
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};
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private readonly IssueTemplate templateOffscreen = new IssueTemplate
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(
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type: IssueTemplate.IssueType.Problem,
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unformattedMessage: "This object goes offscreen on a 4:3 aspect ratio."
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);
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private readonly IssueTemplate templateOffscreenSliderPath = new IssueTemplate
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(
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type: IssueTemplate.IssueType.Problem,
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unformattedMessage: "This slider goes offscreen here on a 4:3 aspect ratio."
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);
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public override IEnumerable<Issue> Run(IBeatmap beatmap)
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{
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foreach (var hitobject in beatmap.HitObjects)
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{
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switch (hitobject)
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{
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case Slider slider:
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{
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foreach (var issue in sliderIssues(slider))
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yield return issue;
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break;
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}
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case HitCircle circle:
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{
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if (isOffscreen(circle.StackedPosition, circle.Radius))
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yield return new Issue(circle, templateOffscreen);
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break;
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}
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}
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}
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}
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/// <summary>
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/// Steps through points on the slider to ensure the entire path is on-screen.
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/// Returns at most one issue.
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/// </summary>
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/// <param name="slider">The slider whose path to check.</param>
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/// <returns></returns>
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private IEnumerable<Issue> sliderIssues(Slider slider)
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{
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for (int i = 0; i < slider.Distance; i += path_step_size)
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{
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double progress = i / slider.Distance;
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Vector2 position = slider.StackedPositionAt(progress);
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if (!isOffscreen(position, slider.Radius))
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continue;
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// `SpanDuration` ensures we don't include reverses.
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double time = slider.StartTime + progress * slider.SpanDuration;
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yield return new Issue(slider, templateOffscreenSliderPath) { Time = time };
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yield break;
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}
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// Above loop may skip the last position in the slider due to step size.
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if (!isOffscreen(slider.StackedEndPosition, slider.Radius))
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yield break;
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yield return new Issue(slider, templateOffscreenSliderPath) { Time = slider.EndTime };
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}
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private bool isOffscreen(Vector2 position, double radius)
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{
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return position.X - radius < min_x || position.X + radius > max_x ||
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position.Y - radius < min_y || position.Y + radius > max_y;
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}
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}
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}
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@ -14,7 +14,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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public readonly List<BeatmapCheck> beatmapChecks = new List<BeatmapCheck>
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{
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new CheckConsecutiveCircles()
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new CheckOffscreenObjects()
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};
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public override IEnumerable<Issue> Run(IBeatmap beatmap)
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@ -1,65 +0,0 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Screens.Edit.Verify;
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using osu.Game.Screens.Edit.Verify.Components;
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namespace osu.Game.Checks
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{
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public class CheckMetadataVowels : BeatmapCheck
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{
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private static readonly char[] vowels = { 'a', 'e', 'i', 'o', 'u' };
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public override CheckMetadata Metadata() => new CheckMetadata
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(
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category: CheckMetadata.CheckCategory.Metadata,
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description: "Metadata fields contain vowels"
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);
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public override IEnumerable<IssueTemplate> Templates() => new[]
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{
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templateArtistHasVowels
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};
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private IssueTemplate templateArtistHasVowels = new IssueTemplate
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(
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type: IssueTemplate.IssueType.Warning,
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unformattedMessage: "The {0} field \"{1}\" contains the vowel(s) {2}."
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);
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public override IEnumerable<Issue> Run(IBeatmap beatmap)
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{
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foreach (var issue in GetVowelIssues("artist", beatmap.Metadata.Artist))
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yield return issue;
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foreach (var issue in GetVowelIssues("unicode artist", beatmap.Metadata.ArtistUnicode))
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yield return issue;
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foreach (var issue in GetVowelIssues("title", beatmap.Metadata.Title))
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yield return issue;
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foreach (var issue in GetVowelIssues("unicode title", beatmap.Metadata.TitleUnicode))
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yield return issue;
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}
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private IEnumerable<Issue> GetVowelIssues(string fieldName, string fieldValue)
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{
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if (fieldValue == null)
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// Unicode fields can be null if same as respective romanized fields.
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yield break;
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List<char> matches = vowels.Where(c => fieldValue.ToLower().Contains(c)).ToList();
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if (!matches.Any())
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yield break;
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yield return new Issue(
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templateArtistHasVowels,
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fieldName, fieldValue, string.Join(", ", matches)
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);
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}
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}
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}
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@ -14,7 +14,7 @@ namespace osu.Game.Rulesets.Edit
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// These are all ruleset-invariant, hence here instead of in e.g. `OsuChecker`.
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private readonly List<BeatmapCheck> beatmapChecks = new List<BeatmapCheck>
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{
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new CheckMetadataVowels()
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new CheckBackground()
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};
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public virtual IEnumerable<Issue> Run(IBeatmap beatmap)
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57
osu.Game/Rulesets/Edit/Checks/CheckBackground.cs
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57
osu.Game/Rulesets/Edit/Checks/CheckBackground.cs
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@ -0,0 +1,57 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Edit.Checks.Components;
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namespace osu.Game.Rulesets.Edit.Checks
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{
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public class CheckBackground : BeatmapCheck
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{
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public override CheckMetadata Metadata() => new CheckMetadata
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(
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category: CheckMetadata.CheckCategory.Resources,
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description: "Missing background."
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);
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public override IEnumerable<IssueTemplate> Templates() => new[]
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{
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templateNoneSet,
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templateDoesNotExist
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};
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private readonly IssueTemplate templateNoneSet = new IssueTemplate
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(
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type: IssueTemplate.IssueType.Problem,
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unformattedMessage: "No background has been set."
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);
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private readonly IssueTemplate templateDoesNotExist = new IssueTemplate
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(
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type: IssueTemplate.IssueType.Problem,
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unformattedMessage: "The background file \"{0}\" is does not exist."
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);
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public override IEnumerable<Issue> Run(IBeatmap beatmap)
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{
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if (beatmap.Metadata.BackgroundFile == null)
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{
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yield return new Issue(templateNoneSet);
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yield break;
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}
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// If the background is set, also make sure it still exists.
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var set = beatmap.BeatmapInfo.BeatmapSet;
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var file = set.Files.FirstOrDefault(f => f.Filename == beatmap.Metadata.BackgroundFile);
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if (file != null)
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yield break;
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yield return new Issue(templateDoesNotExist, beatmap.Metadata.BackgroundFile);
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}
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}
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}
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