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Don't force exit to main menu when presenting scores from within online screens #29097

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21 changes: 17 additions & 4 deletions osu.Game/OsuGame.cs
Original file line number Diff line number Diff line change
Expand Up @@ -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;
Expand Down Expand Up @@ -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<Type> validScreens =
Beatmap.Value.BeatmapInfo.Equals(databasedBeatmap) && Ruleset.Value.Equals(databasedScore.ScoreInfo.Ruleset)
? new[] { typeof(SongSelect) }
? new[] { typeof(SongSelect), typeof(OnlinePlayScreen), typeof(DailyChallenge) }
: Array.Empty<Type>();

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)
{
Expand Down
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