From 93b3ede2a05f06a3b37ab9ce72249c1a232e0f2d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Sun, 19 Jun 2022 19:30:34 +0200 Subject: [PATCH] Always use beatmap ruleset in editor gameplay test mode Fixes cases where opening a convertible beatmap (so any osu! beatmap) with the game-global ruleset being set to anything but osu! would result in opening the editor gameplay test mode with the game-global ruleset rather than the beatmap's. --- osu.Game/Screens/Edit/EditorLoader.cs | 1 + osu.Game/Screens/Select/SongSelect.cs | 12 +++++++++++- 2 files changed, 12 insertions(+), 1 deletion(-) diff --git a/osu.Game/Screens/Edit/EditorLoader.cs b/osu.Game/Screens/Edit/EditorLoader.cs index 702e22a272..4450367522 100644 --- a/osu.Game/Screens/Edit/EditorLoader.cs +++ b/osu.Game/Screens/Edit/EditorLoader.cs @@ -65,6 +65,7 @@ namespace osu.Game.Screens.Edit base.LoadComplete(); // will be restored via lease, see `DisallowExternalBeatmapRulesetChanges`. + Ruleset.Value = Beatmap.Value.BeatmapInfo.Ruleset; Mods.Value = Array.Empty(); } diff --git a/osu.Game/Screens/Select/SongSelect.cs b/osu.Game/Screens/Select/SongSelect.cs index a17e7823a6..41fb55a856 100644 --- a/osu.Game/Screens/Select/SongSelect.cs +++ b/osu.Game/Screens/Select/SongSelect.cs @@ -786,7 +786,17 @@ namespace osu.Game.Screens.Select Ruleset.ValueChanged += r => updateSelectedRuleset(r.NewValue); - decoupledRuleset.ValueChanged += r => Ruleset.Value = r.NewValue; + decoupledRuleset.ValueChanged += r => + { + bool wasDisabled = Ruleset.Disabled; + + // a sub-screen may have taken a lease on this decoupled ruleset bindable, + // which would indirectly propagate to the game-global bindable via the `DisabledChanged` callback below. + // to make sure changes sync without crashes, lift the disable for a short while to sync, and then restore the old value. + Ruleset.Disabled = false; + Ruleset.Value = r.NewValue; + Ruleset.Disabled = wasDisabled; + }; decoupledRuleset.DisabledChanged += r => Ruleset.Disabled = r; Beatmap.BindValueChanged(workingBeatmapChanged);