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Fix fallback logic not considering case where ruleset is not available
Occurs only in tests.
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@ -117,7 +117,7 @@ namespace osu.Game.Beatmaps.Drawables
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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// the null coalesce here is only present to make unit tests work (ruleset dlls aren't copied correctly for testing at the moment)
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Icon = rulesets.GetRuleset((ruleset ?? beatmapInfo.Ruleset).OnlineID)?.CreateInstance()?.CreateIcon() ?? new SpriteIcon { Icon = FontAwesome.Regular.QuestionCircle }
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Icon = getRulesetIcon()
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},
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};
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@ -129,6 +129,16 @@ namespace osu.Game.Beatmaps.Drawables
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difficultyBindable.BindValueChanged(difficulty => background.Colour = colours.ForStarDifficulty(difficulty.NewValue.Stars));
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}
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private Drawable getRulesetIcon()
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{
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int? onlineID = (ruleset ?? beatmapInfo.Ruleset)?.OnlineID;
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if (onlineID >= 0 && rulesets.GetRuleset(onlineID.Value)?.CreateInstance() is Ruleset rulesetInstance)
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return rulesetInstance.CreateIcon();
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return new SpriteIcon { Icon = FontAwesome.Regular.QuestionCircle };
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}
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ITooltip<DifficultyIconTooltipContent> IHasCustomTooltip<DifficultyIconTooltipContent>.GetCustomTooltip() => new DifficultyIconTooltip();
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DifficultyIconTooltipContent IHasCustomTooltip<DifficultyIconTooltipContent>.TooltipContent => shouldShowTooltip ? new DifficultyIconTooltipContent(beatmapInfo, difficultyBindable) : null;
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