diff --git a/osu.Game/OsuGame.cs b/osu.Game/OsuGame.cs index 388a98d94703..2195576be11b 100644 --- a/osu.Game/OsuGame.cs +++ b/osu.Game/OsuGame.cs @@ -63,6 +63,8 @@ using osu.Game.Screens.Edit; using osu.Game.Screens.Footer; using osu.Game.Screens.Menu; +using osu.Game.Screens.OnlinePlay; +using osu.Game.Screens.OnlinePlay.DailyChallenge; using osu.Game.Screens.OnlinePlay.Multiplayer; using osu.Game.Screens.Play; using osu.Game.Screens.Ranking; @@ -749,23 +751,34 @@ public void PresentScore(IScoreInfo score, ScorePresentType presentType = ScoreP return; } - // This should be able to be performed from song select, but that is disabled for now + // This should be able to be performed from song select always, but that is disabled for now // due to the weird decoupled ruleset logic (which can cause a crash in certain filter scenarios). // // As a special case, if the beatmap and ruleset already match, allow immediately displaying the score from song select. // This is guaranteed to not crash, and feels better from a user's perspective (ie. if they are clicking a score in the // song select leaderboard). + // Similar exemptions are made here for online flows where there are good chances that beatmap and ruleset match + // (playlists / multiplayer / daily challenge). IEnumerable validScreens = Beatmap.Value.BeatmapInfo.Equals(databasedBeatmap) && Ruleset.Value.Equals(databasedScore.ScoreInfo.Ruleset) - ? new[] { typeof(SongSelect) } + ? new[] { typeof(SongSelect), typeof(OnlinePlayScreen), typeof(DailyChallenge) } : Array.Empty(); PerformFromScreen(screen => { Logger.Log($"{nameof(PresentScore)} updating beatmap ({databasedBeatmap}) and ruleset ({databasedScore.ScoreInfo.Ruleset}) to match score"); - Ruleset.Value = databasedScore.ScoreInfo.Ruleset; - Beatmap.Value = BeatmapManager.GetWorkingBeatmap(databasedBeatmap); + // some screens (mostly online) disable the ruleset/beatmap bindable. + // attempting to set the ruleset/beatmap in that state will crash. + // however, the `validScreens` pre-check above should ensure that we actually never come from one of those screens + // while simultaneously having mismatched ruleset/beatmap. + // therefore this is just a safety against touching the possibly-disabled bindables if we don't actually have to touch them. + // if it ever fails, then this probably *should* crash anyhow (so that we can fix it). + if (!Ruleset.Value.Equals(databasedScore.ScoreInfo.Ruleset)) + Ruleset.Value = databasedScore.ScoreInfo.Ruleset; + + if (!Beatmap.Value.BeatmapInfo.Equals(databasedBeatmap)) + Beatmap.Value = BeatmapManager.GetWorkingBeatmap(databasedBeatmap); switch (presentType) {