Add protections against handling system mods in mod presets

This commit is contained in:
Bartłomiej Dach 2023-11-06 08:05:42 +01:00
parent adb9ca5a13
commit 7ba07ab530
No known key found for this signature in database
3 changed files with 8 additions and 12 deletions

View File

@ -115,7 +115,7 @@ namespace osu.Game.Overlays.Mods
{
Name = nameTextBox.Current.Value,
Description = descriptionTextBox.Current.Value,
Mods = selectedMods.Value.ToArray(),
Mods = selectedMods.Value.Where(mod => mod.Type != ModType.System).ToArray(),
Ruleset = r.Find<RulesetInfo>(ruleset.Value.ShortName)!
}));

View File

@ -153,7 +153,7 @@ namespace osu.Game.Overlays.Mods
private void useCurrentMods()
{
saveableMods = selectedMods.Value.ToHashSet();
saveableMods = selectedMods.Value.Where(mod => mod.Type != ModType.System).ToHashSet();
updateState();
}
@ -168,7 +168,7 @@ namespace osu.Game.Overlays.Mods
if (!selectedMods.Value.Any())
return false;
return !saveableMods.SetEquals(selectedMods.Value);
return !saveableMods.SetEquals(selectedMods.Value.Where(mod => mod.Type != ModType.System));
}
private void save()

View File

@ -1,7 +1,6 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
@ -56,17 +55,14 @@ namespace osu.Game.Overlays.Mods
protected override void Select()
{
// if the preset is not active at the point of the user click, then set the mods using the preset directly, discarding any previous selections,
// which will also have the side effect of activating the preset (see `updateActiveState()`).
selectedMods.Value = Preset.Value.Mods.ToArray();
var selectedSystemMods = selectedMods.Value.Where(mod => mod.Type == ModType.System);
// will also have the side effect of activating the preset (see `updateActiveState()`).
selectedMods.Value = Preset.Value.Mods.Concat(selectedSystemMods).ToArray();
}
protected override void Deselect()
{
// if the preset is active when the user has clicked it, then it means that the set of active mods is exactly equal to the set of mods in the preset
// (there are no other active mods than what the preset specifies, and the mod settings match exactly).
// therefore it's safe to just clear selected mods, since it will have the effect of toggling the preset off.
selectedMods.Value = Array.Empty<Mod>();
selectedMods.Value = selectedMods.Value.Except(Preset.Value.Mods).ToArray();
}
private void selectedModsChanged()
@ -79,7 +75,7 @@ namespace osu.Game.Overlays.Mods
private void updateActiveState()
{
Active.Value = new HashSet<Mod>(Preset.Value.Mods).SetEquals(selectedMods.Value);
Active.Value = new HashSet<Mod>(Preset.Value.Mods).SetEquals(selectedMods.Value.Where(mod => mod.Type != ModType.System));
}
#region Filtering support