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f239d03d75
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: https://github.com/ppy/osu/blob/6d64538d7a3130df63574eb75a8ebe044154c799/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: https://github.com/ppy/osu/blob/6d64538d7a3130df63574eb75a8ebe044154c799/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: https://github.com/ppy/osu/blob/6d64538d7a3130df63574eb75a8ebe044154c799/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`.
f239d03d75
·
2023-12-06 10:35:41 +01:00
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