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Ensure gameplay can't start when an UnknownMod
is present
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osu.Game.Tests/Visual/Gameplay/UnknownModTestScene.cs
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26
osu.Game.Tests/Visual/Gameplay/UnknownModTestScene.cs
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@ -0,0 +1,26 @@
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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 NUnit.Framework;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneUnknownMod : ModTestScene
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{
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protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
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[Test]
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public void TestUnknownModDoesntEnterGameplay()
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{
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CreateModTest(new ModTestData
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{
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Beatmap = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo).Beatmap,
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Mod = new UnknownMod("WNG"),
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PassCondition = () => Player.IsLoaded && !Player.LoadedBeatmapSuccessfully
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});
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}
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}
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}
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@ -185,6 +185,12 @@ namespace osu.Game.Screens.Play
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{
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var gameplayMods = Mods.Value.Select(m => m.DeepClone()).ToArray();
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if (gameplayMods.Any(m => m is UnknownMod))
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{
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Logger.Log("Gameplay was started with an unknown mod applied.", level: LogLevel.Important);
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return;
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}
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if (Beatmap.Value is DummyWorkingBeatmap)
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return;
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