Another casualty of edc78205d5. This
particular button was actually *relying* on receiving positional events
from its entire bounding box rather than `Content`, in order for the
button to be htitable more easily, which broke as other buttons were
fixed to behave more in line with expectations.
Upon closer inspection this is another case of a weird carried-over
construction. The button doesn't really need to inherit `OsuButton` or
do any of the arcane stuff that it was doing, so it's now a plain
`OsuClickableContainer` with less `Content` hackery.
Having both was a bit too much. Still not happy with this but it's a bit
less sensory overload.
I think while it's cool being able to show nested screens like this, it
needs more thought to actually be a good experience.
As it turns out, in current `master`, if a gameplay session ends
normally (i.e. by the player completing the beatmap in full), then
the spectator server `EndPlaying()` method will not be called until
`SubmittingPlayer.OnExiting()`, which in practice turns out to be
the moment where the user exits from the post-gameplay results screen
back to song select.
There is seemingly no reasonable cause for not calling this earlier. In
fact the solo spectator flow looks more broken without this call than
with, because without it the spectator view just hangs until the
spectated player exits gameplay, and *only then* shows results, rather
than do it upon normal gameplay completion.