Improve validity methods to include system, non-implemented, and multi mods

This commit is contained in:
Salman Ahmed
2022-05-05 08:12:54 +03:00
parent d0df9e8051
commit e3c7c5d0b9

View File

@ -115,12 +115,15 @@ namespace osu.Game.Utils
{ {
mods = mods.ToArray(); mods = mods.ToArray();
// exclude multi mods from compatibility checks. // checking compatibility of multi mods would try to flatten them and return incompatible mods.
// the loop below automatically marks all multi mods as not valid for gameplay anyway. // in gameplay context, we never want MultiMod selected in the first place, therefore check against it first.
if (!CheckCompatibleSet(mods.Where(m => !(m is MultiMod)), out invalidMods)) if (!checkValid(mods, m => !(m is MultiMod), out invalidMods))
return false; return false;
return checkValid(mods, m => m.Type != ModType.System && m.HasImplementation && !(m is MultiMod), out invalidMods); if (!CheckCompatibleSet(mods, out invalidMods))
return false;
return checkValid(mods, m => m.Type != ModType.System && m.HasImplementation, out invalidMods);
} }
/// <summary> /// <summary>
@ -133,10 +136,15 @@ namespace osu.Game.Utils
{ {
mods = mods.ToArray(); mods = mods.ToArray();
// checking compatibility of multi mods would try to flatten them and return incompatible mods.
// in gameplay context, we never want MultiMod selected in the first place, therefore check against it first.
if (!checkValid(mods, m => !(m is MultiMod), out invalidMods))
return false;
if (!CheckCompatibleSet(mods, out invalidMods)) if (!CheckCompatibleSet(mods, out invalidMods))
return false; return false;
return checkValid(mods, m => m.IsPlayable(ModUsage.MultiplayerGlobal), out invalidMods); return checkValid(mods, m => m.Type != ModType.System && m.HasImplementation && m.IsPlayable(ModUsage.MultiplayerGlobal), out invalidMods);
} }
/// <summary> /// <summary>
@ -146,7 +154,7 @@ namespace osu.Game.Utils
/// <param name="invalidMods">Invalid mods, if any were found. Will be null if all mods were valid.</param> /// <param name="invalidMods">Invalid mods, if any were found. Will 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> /// <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) public static bool CheckValidFreeModsForMultiplayer(IEnumerable<Mod> mods, [NotNullWhen(false)] out List<Mod>? invalidMods)
=> checkValid(mods, m => m.IsPlayable(ModUsage.MultiplayerLocal), out invalidMods); => checkValid(mods, m => m.Type != ModType.System && m.HasImplementation && m.IsPlayable(ModUsage.MultiplayerLocal) && !(m is MultiMod), out invalidMods);
private static bool checkValid(IEnumerable<Mod> mods, Predicate<Mod> valid, [NotNullWhen(false)] out List<Mod>? invalidMods) private static bool checkValid(IEnumerable<Mod> mods, Predicate<Mod> valid, [NotNullWhen(false)] out List<Mod>? invalidMods)
{ {