From 46d3220c07ea99d4ef4dc67756ddee5d781f06a6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Sat, 7 May 2022 21:20:00 +0200 Subject: [PATCH] Isolate sample screens from global mods bindable Fixes scenario wherein entering the first run setup overlay, exiting at the "UI scale" step (which shows a song select), then moving to actua song select and trying to select a mod would lead to a crash. The crash was caused by two active mod screen instances attempting to swap the global mod bindable's mod instances for ones they owned. This logic - while generally problematic and hard to maintain - was fixing several issues with mod reference management and setting copying, so I'm letting it live another day. This change will mean that the song select preview on the "UI scale" step will not receive the same mods that the actual game has enabled. That said, it already doesn't use the same beatmap or ruleset, so this looks fine to break. --- osu.Game/Overlays/FirstRunSetup/ScreenUIScale.cs | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/osu.Game/Overlays/FirstRunSetup/ScreenUIScale.cs b/osu.Game/Overlays/FirstRunSetup/ScreenUIScale.cs index 862506add2..152d67ab27 100644 --- a/osu.Game/Overlays/FirstRunSetup/ScreenUIScale.cs +++ b/osu.Game/Overlays/FirstRunSetup/ScreenUIScale.cs @@ -2,6 +2,7 @@ // See the LICENCE file in the repository root for full licence text. using System; +using System.Collections.Generic; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Audio; @@ -19,6 +20,7 @@ using osu.Game.Graphics.UserInterface; using osu.Game.Localisation; using osu.Game.Overlays.Settings; using osu.Game.Rulesets; +using osu.Game.Rulesets.Mods; using osu.Game.Screens; using osu.Game.Screens.Menu; using osu.Game.Screens.Select; @@ -131,6 +133,10 @@ namespace osu.Game.Overlays.FirstRunSetup [Cached(typeof(IBindable))] protected Bindable Beatmap { get; private set; } = new Bindable(); + [Cached] + [Cached(typeof(IBindable>))] + protected Bindable> SelectedMods { get; private set; } = new Bindable>(Array.Empty()); + public override bool HandlePositionalInput => false; public override bool HandleNonPositionalInput => false; public override bool PropagatePositionalInputSubTree => false;