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osu-lazer/osu.Game/Overlays/SkinEditor
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Bartłomiej Dach f239d03d75 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:

	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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2023-05-03 19:22:52 +02:00