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Forcibly change ruleset to correct one before entering gameplay from main menu
Closes #25663 (again). As it turns out, in some scenarios it can be the case that the current game-global `Beatmap` is not valid for the current game-global `Ruleset`. The validity of one and the other in conjunction is only really validated by the song select screen; elsewhere there is no guarantee that the global beatmap is playable using the global ruleset. However, this only comes up in very specific circumstances, namely one: when trying to autoplay a catch beatmap with osu! ruleset globally active via the skin editor flow. `Player` is responsible for retrieving the beatmap to be played. It does so by invoking the appropriate beatmap converter and asking it if the beatmap can be converted:6d64538d7a/osu.Game/Beatmaps/WorkingBeatmap.cs (L262-L266)
If the code above throws, `Player` actually silently covers for this, by trying the beatmap's default ruleset instead:6d64538d7a/osu.Game/Screens/Play/Player.cs (L529-L536)
However, for the pairing of osu! ruleset and catch beatmap, this fails, as `OsuBeatmapConverter`'s condition necessary for permitting conversion is that the objects have a defined position:6d64538d7a/osu.Game.Rulesets.Osu/Beatmaps/OsuBeatmapConverter.cs (L25)
which they will do, due to the fact that all catch beatmaps are really just osu! beatmaps but with conversion steps applied, and thus `Player` succeeds to load the catch beatmap in osu! ruleset. In the skin editor scenario, this would lead to the secondary failure of the skin editor trying to apply `CatchModAutoplay` on top of all of that, which would fail at the hard-cast of the beatmap to `CatchBeatmap`.
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@ -17,6 +17,7 @@ using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Containers;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Scoring;
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using osu.Game.Screens;
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@ -58,6 +59,9 @@ namespace osu.Game.Overlays.SkinEditor
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[Resolved]
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private Bindable<IReadOnlyList<Mod>> mods { get; set; } = null!;
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[Resolved]
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private Bindable<RulesetInfo> ruleset { get; set; } = null!;
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; } = null!;
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@ -153,7 +157,11 @@ namespace osu.Game.Overlays.SkinEditor
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if (screen is Player)
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return;
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var replayGeneratingMod = beatmap.Value.BeatmapInfo.Ruleset.CreateInstance().GetAutoplayMod();
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// the validity of the current game-wide beatmap + ruleset combination is enforced by song select.
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// if we're anywhere else, the state is unknown and may not make sense, so forcibly set something that does.
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if (screen is not PlaySongSelect)
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ruleset.Value = beatmap.Value.BeatmapInfo.Ruleset;
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var replayGeneratingMod = ruleset.Value.CreateInstance().GetAutoplayMod();
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IReadOnlyList<Mod> usableMods = mods.Value;
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