Add multiplayer mod validity check methods for server consumption

This commit is contained in:
Salman Ahmed
2022-03-17 05:15:05 +03:00
parent 187059a37f
commit 59741ccee6
2 changed files with 33 additions and 8 deletions

View File

@ -575,11 +575,16 @@ namespace osu.Game
if (SelectedMods.Disabled)
return;
if (!ModUtils.CheckValidForGameplay(mods.NewValue, out var invalid))
{
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 = mods.NewValue.Except(invalid).ToArray();
}
SelectedMods.Value = validMods;
}
#endregion

View File

@ -112,14 +112,34 @@ namespace osu.Game.Utils
/// <param name="invalidMods">Invalid mods, if any were found. Can be null if all mods were valid.</param>
/// <returns>Whether the input mods were all valid. If false, <paramref name="invalidMods"/> will contain all invalid entries.</returns>
public static bool CheckValidForGameplay(IEnumerable<Mod> mods, [NotNullWhen(false)] out List<Mod>? invalidMods)
=> checkValid(mods, m => m.Type != ModType.System && m.HasImplementation && !(m is MultiMod), out invalidMods);
/// <summary>
/// Check the provided combination of mods are valid for a multiplayer match session.
/// </summary>
/// <param name="mods">The mods to check.</param>
/// <param name="invalidMods">Invalid mods, if any were found. Can be null if all mods were valid.</param>
/// <returns>Whether the input mods were all valid. If false, <paramref name="invalidMods"/> will contain all invalid entries.</returns>
public static bool CheckValidForMultiplayer(IEnumerable<Mod> mods, [NotNullWhen(false)] out List<Mod>? invalidMods)
=> checkValid(mods, m => m.PlayableInMultiplayer, out invalidMods);
/// <summary>
/// Check the provided combination of mods are valid as "free mods" in a multiplayer match session.
/// </summary>
/// <param name="mods">The mods to check.</param>
/// <param name="invalidMods">Invalid mods, if any were found. Can be null if all mods were valid.</param>
/// <returns>Whether the input mods were all valid. If false, <paramref name="invalidMods"/> will contain all invalid entries.</returns>
public static bool CheckValidFreeModsForMultiplayer(IEnumerable<Mod> mods, [NotNullWhen(false)] out List<Mod>? invalidMods)
=> checkValid(mods, m => m.ValidFreeModInMultiplayer, out invalidMods);
private static bool checkValid(IEnumerable<Mod> mods, Predicate<Mod> valid, [NotNullWhen(false)] out List<Mod>? 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<Mod>();
invalidMods.Add(mod);