- Closes https://github.com/ppy/osu/issues/29152
- Partially reverts https://github.com/ppy/osu/pull/29097
- Reopens https://github.com/ppy/osu/issues/26666
When testing I failed to predict that in multiplayer there can be a
different beatmap in the playlist queue. If this is the case,
`PresentScore()` will exit out to `Multiplayer`, whose `RoomSubScreen`
will update the selected item - and thus, the global beatmap - to the
next item in queue, at which point trying to play games with "not
touching the global beatmap bindable if we don't need to" fail to work,
because the bindable *must* be touched for correct operation, yet it
cannot (because `OnlinePlayScreen`s disable it).
I'm not sure what the fix is here:
- making replay player somehow independent of the global beatmap?
- not exiting out to multiplayer, but instead doing the present from the
results screen itself? if so, then how to ensure the screen stack
can't overflow to infinity?
so I'm just reverting the broken part. The daily challenge part is left
in because as is it should not cause issues.