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Fix potential crash when attempting to create mod display using null ruleset

This commit is contained in:
Dean Herbert 2022-07-18 15:30:21 +09:00
parent 21bf7ee448
commit a036632c8b

View File

@ -1,6 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// 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;
@ -20,6 +21,7 @@ using osu.Game.Online.API;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.Play.HUD;
using osu.Game.Users;
using osu.Game.Users.Drawables;
@ -203,7 +205,10 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Participants
// If the mods are updated at the end of the frame, the flow container will skip a reflow cycle: https://github.com/ppy/osu-framework/issues/4187
// This looks particularly jarring here, so re-schedule the update to that start of our frame as a fix.
Schedule(() => userModsDisplay.Current.Value = User.Mods.Select(m => m.ToMod(ruleset)).ToList());
Schedule(() =>
{
userModsDisplay.Current.Value = ruleset != null ? User.Mods.Select(m => m.ToMod(ruleset)).ToList() : Array.Empty<Mod>();
});
}
public MenuItem[]? ContextMenuItems