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Apply mods filter to local scores too
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@ -39,6 +39,9 @@ namespace osu.Game.Screens.Select.Leaderboards
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private bool filterMods;
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/// <summary>
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/// Whether to apply the game's currently selected mods as a filter when retrieving scores.
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/// </summary>
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public bool FilterMods
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{
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get => filterMods;
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@ -80,10 +83,25 @@ namespace osu.Game.Screens.Select.Leaderboards
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{
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if (Scope == BeatmapLeaderboardScope.Local)
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{
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Scores = scoreManager
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.QueryScores(s => !s.DeletePending && s.Beatmap.ID == Beatmap.ID && s.Ruleset.ID == ruleset.Value.ID)
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.OrderByDescending(s => s.TotalScore).ToArray();
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var scores = scoreManager
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.QueryScores(s => !s.DeletePending && s.Beatmap.ID == Beatmap.ID && s.Ruleset.ID == ruleset.Value.ID);
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if (filterMods && !mods.Value.Any())
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{
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// we need to filter out all scores that have any mods to get all local nomod scores
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scores = scores.Where(s => !s.Mods.Any());
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}
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else if (filterMods)
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{
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// otherwise find all the scores that have *any* of the currently selected mods (similar to how web applies mod filters)
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// we're creating and using a string list representation of selected mods so that it can be translated into the DB query itself
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var selectedMods = mods.Value.Select(m => m.Acronym);
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scores = scores.Where(s => s.Mods.Any(m => selectedMods.Contains(m.Acronym)));
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}
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Scores = scores.OrderByDescending(s => s.TotalScore).ToArray();
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PlaceholderState = Scores.Any() ? PlaceholderState.Successful : PlaceholderState.NoScores;
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return null;
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}
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@ -101,7 +119,7 @@ namespace osu.Game.Screens.Select.Leaderboards
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IReadOnlyList<Mod> requestMods = null;
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if (filterMods && mods.Value.Count == 0)
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if (filterMods && !mods.Value.Any())
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// add nomod for the request
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requestMods = new Mod[] { new ModNoMod() };
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else if (filterMods)
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