mirror of https://github.com/ppy/osu
Do not fall back to beatmap's original ruleset if conversion fails
I don't know why this was ever a good idea, and would say that we want this to fail *hard* not soft. If things ever get in this state, things have gone *seriously* wrong elsewhere, and need to be fixed there.
This commit is contained in:
parent
47aa2c2bfc
commit
9902c22f5c
|
@ -562,11 +562,8 @@ private IBeatmap loadPlayableBeatmap(Mod[] gameplayMods, CancellationToken cance
|
||||||
}
|
}
|
||||||
catch (BeatmapInvalidForRulesetException)
|
catch (BeatmapInvalidForRulesetException)
|
||||||
{
|
{
|
||||||
// A playable beatmap may not be creatable with the user's preferred ruleset, so try using the beatmap's default ruleset
|
Logger.Log($"The current beatmap is not playable in {ruleset.RulesetInfo.Name}!", level: LogLevel.Important);
|
||||||
rulesetInfo = Beatmap.Value.BeatmapInfo.Ruleset;
|
return null;
|
||||||
ruleset = rulesetInfo.CreateInstance();
|
|
||||||
|
|
||||||
playable = Beatmap.Value.GetPlayableBeatmap(rulesetInfo, gameplayMods, cancellationToken);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (playable.HitObjects.Count == 0)
|
if (playable.HitObjects.Count == 0)
|
||||||
|
|
Loading…
Reference in New Issue