diff --git a/osu.Game/Screens/OnlinePlay/OnlinePlayScreen.cs b/osu.Game/Screens/OnlinePlay/OnlinePlayScreen.cs index 50d1d1addd..37b50b4863 100644 --- a/osu.Game/Screens/OnlinePlay/OnlinePlayScreen.cs +++ b/osu.Game/Screens/OnlinePlay/OnlinePlayScreen.cs @@ -133,7 +133,7 @@ namespace osu.Game.Screens.OnlinePlay Debug.Assert(screenStack.CurrentScreen != null); - // if a subscreen was pushed to the nested stack while this screen was not present, this path will proxy `OnResuming()` + // if a subscreen was pushed to the nested stack while the stack was not present, this path will proxy `OnResuming()` // to the subscreen before `OnEntering()` can even be called for the subscreen, breaking ordering expectations. // to work around this, do not proxy resume to screens that haven't loaded yet. if ((screenStack.CurrentScreen as Drawable)?.IsLoaded == true) @@ -149,7 +149,10 @@ namespace osu.Game.Screens.OnlinePlay Debug.Assert(screenStack.CurrentScreen != null); - if (screenStack.CurrentScreen.IsCurrentScreen()) + // if a subscreen was pushed to the nested stack while the stack was not present, this path will proxy `OnSuspending()` + // to the subscreen before `OnEntering()` can even be called for the subscreen, breaking ordering expectations. + // to work around this, do not proxy suspend to screens that haven't loaded yet. + if ((screenStack.CurrentScreen as Drawable)?.IsLoaded == true) screenStack.CurrentScreen.OnSuspending(e); }