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Do not fall back to beatmap's original ruleset if conversion fails
I don't know why this was ever a good idea, and would say that we want this to fail *hard* not soft. If things ever get in this state, things have gone *seriously* wrong elsewhere, and need to be fixed there.
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@ -562,11 +562,8 @@ namespace osu.Game.Screens.Play
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}
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}
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catch (BeatmapInvalidForRulesetException)
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catch (BeatmapInvalidForRulesetException)
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{
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{
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// A playable beatmap may not be creatable with the user's preferred ruleset, so try using the beatmap's default ruleset
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Logger.Log($"The current beatmap is not playable in {ruleset.RulesetInfo.Name}!", level: LogLevel.Important);
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rulesetInfo = Beatmap.Value.BeatmapInfo.Ruleset;
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return null;
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ruleset = rulesetInfo.CreateInstance();
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playable = Beatmap.Value.GetPlayableBeatmap(rulesetInfo, gameplayMods, cancellationToken);
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}
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}
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if (playable.HitObjects.Count == 0)
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if (playable.HitObjects.Count == 0)
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