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2 Commits
43ab18ffea
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b4c530ac04
| Author | SHA1 | Date | |
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| b4c530ac04 | |||
| 5af05d2479 |
@@ -214,7 +214,7 @@ namespace osu.Game.Database
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#if !DEBUG
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#if !DEBUG
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// in the lazer. straight up "migrating it". and by "it", haha, well. let's just say. My realm .
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// in the lazer. straight up "migrating it". and by "it", haha, well. let's just say. My realm .
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string altFilename = filename;
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string altFilename = filename;
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applyFilenameSchemaSuffix(ref altFilename); // it also migrates older versions automagically! (sorry, I only used that word for irony...)
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applyFilenameSchemaSuffix(ref altFilename);
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if (storage.Exists(altFilename) && !storage.Exists(Filename))
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if (storage.Exists(altFilename) && !storage.Exists(Filename))
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{
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{
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using (var previous = storage.GetStream(altFilename))
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using (var previous = storage.GetStream(altFilename))
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@@ -222,6 +222,7 @@ namespace osu.Game.Database
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{
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{
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Logger.Log($@"Migrating production build DB: {altFilename} -> {Filename}");
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Logger.Log($@"Migrating production build DB: {altFilename} -> {Filename}");
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previous.CopyTo(current);
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previous.CopyTo(current);
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Logger.Log("Sucessfully migrated local database!", level: LogLevel.Important);
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}
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}
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}
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}
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#endif
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#endif
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@@ -122,7 +122,6 @@ namespace osu.Game.Screens.Play
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},
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},
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// XXX: I have mixed feeling about this, but it works at least
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// XXX: I have mixed feeling about this, but it works at least
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// TODO: check if we're in the editor to avoid some... weird bugs on score import
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(OnQuitReplay != null)
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(OnQuitReplay != null)
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? new ShearedButton
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? new ShearedButton
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{
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{
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@@ -998,13 +998,10 @@ namespace osu.Game.Screens.Play
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PauseOverlay.Hide();
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PauseOverlay.Hide();
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bool exitOnFail = GameplayState.Mods.OfType<IApplicableFailExit>().Any(m => m.ExitOnFail)
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bool exitOnFail = GameplayState.Mods.OfType<IApplicableFailExit>().Any(m => m.ExitOnFail)
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&& Score.ScoreInfo.User.Username == config.Get<string>(OsuSetting.Username); // TODO: do more concrete checks
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&& Score.ScoreInfo.User.Username == config.Get<string>(OsuSetting.Username)
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&& this is SoloPlayer;
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if (exitOnFail)
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if (exitOnFail)
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{
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game.Exit(); // we're done here
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// game.AttemptExit();
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game.Exit();
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}
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bool restartOnFail = GameplayState.Mods.OfType<IApplicableFailOverride>().Any(m => m.RestartOnFail);
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bool restartOnFail = GameplayState.Mods.OfType<IApplicableFailOverride>().Any(m => m.RestartOnFail);
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if (!restartOnFail)
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if (!restartOnFail)
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