From 9c0f3f9bef31fb3e541eb37c4b0fc0e290bf55c3 Mon Sep 17 00:00:00 2001 From: Dan Balasescu Date: Wed, 12 Mar 2025 19:34:34 +0900 Subject: [PATCH] Describe special case of user mod validation --- .../Screens/OnlinePlay/Playlists/PlaylistsRoomSubScreen.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/osu.Game/Screens/OnlinePlay/Playlists/PlaylistsRoomSubScreen.cs b/osu.Game/Screens/OnlinePlay/Playlists/PlaylistsRoomSubScreen.cs index 31d5c7ea33..ae31e55da5 100644 --- a/osu.Game/Screens/OnlinePlay/Playlists/PlaylistsRoomSubScreen.cs +++ b/osu.Game/Screens/OnlinePlay/Playlists/PlaylistsRoomSubScreen.cs @@ -458,12 +458,14 @@ namespace osu.Game.Screens.OnlinePlay.Playlists beatmapAvailabilityTracker.Availability.BindValueChanged(_ => updateGameplayState()); UserBeatmap.BindValueChanged(_ => updateGameplayState()); + UserMods.BindValueChanged(_ => updateGameplayState()); UserRuleset.BindValueChanged(_ => { + // The user mod selection overlay is separate from the beatmap/ruleset style selection screen, + // and so the validity of mods has to be confirmed separately after the ruleset is changed. validateUserMods(); updateGameplayState(); }); - UserMods.BindValueChanged(_ => updateGameplayState()); updateSetupState(); updateGameplayState(); @@ -545,7 +547,6 @@ namespace osu.Game.Screens.OnlinePlay.Playlists UserRuleset.Value = null; validateUserMods(); - updateGameplayState(); }