The quirks in question being that lazer's hit windows in mania preceding
this change are used in stable *if and only if* Score V2 is active. If
Score V2 is *not* active, stable has two disparate other sets of hit
window ranges, dependent on whether the beatmap is a convert or not.
With this commit, those hit windows are used in lazer when the Classic
mod is active.
Open points for discussion would be:
- What does this mean for plays already set on lazer using the Classic
mod? Are there even enough of them to care about? Also, on `master`
the Classic mod does precisely nothing, so maybe such scores should
just have Classic mod stripped from them?
- What does this mean for the mod multiplier of Classic in mania? (I don't
expect an answer to this one.)
Closes https://github.com/ppy/osu/issues/33748.
I (and tests) can't find any regressions from this. One would hope we
aren't relying on fall-through mouse down anywhere beneath buttons..
This is being run in the flow where we are providing a specific beatmap
for immediately selection. In an edge case scenario, the carousel may be
pending on a filter operation, which would cause the whole `SelectAndRun`
call to fail when it doesn't need to.
This is reproduced by multiple test scenes. One example is
`TestSceneOpenEditorTimestamp.TestErrorNotifications`.