Fix difficulty creation flow failing for some ruleset combinations

In current `master`, the difficulty creation flow would retrieve a
"reference beatmap" to copy metadata and timing points from using
`GetPlayableBeatmap()`. But, importantly, it was calling that method
using *the ruleset of the new difficulty* rather than the ruleset of the
existing one. This would make the difficulty creation flow fail if the
beatmap couldn't be converted between rulesets (like taiko to catch).

Fixing to use the reference beatmap's actual ruleset would be trivial,
but there's no real reason to do all of that work anyway when a
`WorkingBeatmap` is available. Because getting a playable beatmap is not
required to copy across metadata and timing points, remove the
`GetPlayableBeatmap()` step entirely to fix the bug.

Closes #22145.
This commit is contained in:
Bartłomiej Dach 2023-01-14 19:39:30 +01:00
parent 3102044d00
commit a9facc076f
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1 changed files with 2 additions and 4 deletions

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@ -136,14 +136,12 @@ public WorkingBeatmap CreateNew(RulesetInfo ruleset, APIUser user)
/// <param name="rulesetInfo">The ruleset with which the new difficulty should be created.</param>
public virtual WorkingBeatmap CreateNewDifficulty(BeatmapSetInfo targetBeatmapSet, WorkingBeatmap referenceWorkingBeatmap, RulesetInfo rulesetInfo)
{
var playableBeatmap = referenceWorkingBeatmap.GetPlayableBeatmap(rulesetInfo);
var newBeatmapInfo = new BeatmapInfo(rulesetInfo, new BeatmapDifficulty(), playableBeatmap.Metadata.DeepClone())
var newBeatmapInfo = new BeatmapInfo(rulesetInfo, new BeatmapDifficulty(), referenceWorkingBeatmap.Metadata.DeepClone())
{
DifficultyName = NamingUtils.GetNextBestName(targetBeatmapSet.Beatmaps.Select(b => b.DifficultyName), "New Difficulty")
};
var newBeatmap = new Beatmap { BeatmapInfo = newBeatmapInfo };
foreach (var timingPoint in playableBeatmap.ControlPointInfo.TimingPoints)
foreach (var timingPoint in referenceWorkingBeatmap.Beatmap.ControlPointInfo.TimingPoints)
newBeatmap.ControlPointInfo.Add(timingPoint.Time, timingPoint.DeepClone());
return addDifficultyToSet(targetBeatmapSet, newBeatmap, referenceWorkingBeatmap.Skin);