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Add function to check for (and return) invalid mods
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@ -83,6 +83,48 @@ namespace osu.Game.Utils
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.All(m => allowedSet.Contains(m.GetType()));
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}
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/// <summary>
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/// Check the provided combination of mods are valid for a local gameplay session.
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/// </summary>
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/// <param name="mods">The mods to check.</param>
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/// <param name="invalidMods">Invalid mods, if any where found. Can be null if all mods were valid.</param>
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/// <returns>Whether the input mods were all valid. If false, <paramref name="invalidMods"/> will contain all invalid entries.</returns>
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public static bool CheckValidForGameplay(IEnumerable<Mod> mods, out Mod[]? invalidMods)
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{
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mods = mods.ToArray();
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List<Mod>? foundInvalid = null;
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void addInvalid(Mod mod)
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{
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foundInvalid ??= new List<Mod>();
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foundInvalid.Add(mod);
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}
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foreach (var mod in mods)
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{
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bool valid = mod.Type != ModType.System
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&& mod.HasImplementation
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&& !(mod is MultiMod);
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if (!valid)
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{
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// if this mod was found as invalid, we can exclude it before potentially excluding more incompatible types.
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addInvalid(mod);
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continue;
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}
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foreach (var type in mod.IncompatibleMods)
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{
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foreach (var invalid in mods.Where(m => type.IsInstanceOfType(m)))
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addInvalid(invalid);
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}
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}
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invalidMods = foundInvalid?.ToArray();
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return foundInvalid == null;
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}
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/// <summary>
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/// Flattens a set of <see cref="Mod"/>s, returning a new set with all <see cref="MultiMod"/>s removed.
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/// </summary>
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