diff --git a/osu.Game/OsuGame.cs b/osu.Game/OsuGame.cs index ae117d03d2..bc2d2083fe 100644 --- a/osu.Game/OsuGame.cs +++ b/osu.Game/OsuGame.cs @@ -575,11 +575,16 @@ namespace osu.Game if (SelectedMods.Disabled) return; - if (!ModUtils.CheckValidForGameplay(mods.NewValue, out var invalid)) - { - // ensure we always have a valid set of mods. - SelectedMods.Value = mods.NewValue.Except(invalid).ToArray(); - } + var validMods = mods.NewValue; + + if (!ModUtils.CheckCompatibleSet(validMods, out var incompatible)) + validMods = validMods.Except(incompatible).ToArray(); + + if (!ModUtils.CheckValidForGameplay(validMods, out var invalid)) + validMods = validMods.Except(invalid).ToArray(); + + // ensure we always have a valid set of mods. + SelectedMods.Value = validMods; } #endregion diff --git a/osu.Game/Utils/ModUtils.cs b/osu.Game/Utils/ModUtils.cs index d5ea74c404..d169ace80a 100644 --- a/osu.Game/Utils/ModUtils.cs +++ b/osu.Game/Utils/ModUtils.cs @@ -112,14 +112,34 @@ namespace osu.Game.Utils /// Invalid mods, if any were found. Can be null if all mods were valid. /// Whether the input mods were all valid. If false, will contain all invalid entries. public static bool CheckValidForGameplay(IEnumerable mods, [NotNullWhen(false)] out List? invalidMods) + => checkValid(mods, m => m.Type != ModType.System && m.HasImplementation && !(m is MultiMod), out invalidMods); + + /// + /// Check the provided combination of mods are valid for a multiplayer match session. + /// + /// The mods to check. + /// Invalid mods, if any were found. Can be null if all mods were valid. + /// Whether the input mods were all valid. If false, will contain all invalid entries. + public static bool CheckValidForMultiplayer(IEnumerable mods, [NotNullWhen(false)] out List? invalidMods) + => checkValid(mods, m => m.PlayableInMultiplayer, out invalidMods); + + /// + /// Check the provided combination of mods are valid as "free mods" in a multiplayer match session. + /// + /// The mods to check. + /// Invalid mods, if any were found. Can be null if all mods were valid. + /// Whether the input mods were all valid. If false, will contain all invalid entries. + public static bool CheckValidFreeModsForMultiplayer(IEnumerable mods, [NotNullWhen(false)] out List? invalidMods) + => checkValid(mods, m => m.ValidFreeModInMultiplayer, out invalidMods); + + private static bool checkValid(IEnumerable mods, Predicate valid, [NotNullWhen(false)] out List? invalidMods) { mods = mods.ToArray(); - - CheckCompatibleSet(mods, out invalidMods); + invalidMods = null; foreach (var mod in mods) { - if (mod.Type == ModType.System || !mod.HasImplementation || mod is MultiMod) + if (!valid(mod)) { invalidMods ??= new List(); invalidMods.Add(mod);