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6 changes: 2 additions & 4 deletions osu.Game/Screens/Menu/ButtonSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -162,11 +162,9 @@ private void load(AudioManager audio, IdleTracker? idleTracker, GameHost host)
{
Padding = new MarginPadding { Left = WEDGE_WIDTH }
});
#if DEBUG
buttonsMulti.Add(new MainMenuButton(ButtonSystemStrings.RankedPlay, @"button-daily-select", FontAwesome.Solid.Crown, new Color4(94, 63, 186, 255), onRankedPlay, Key.R));

Copilot AI Apr 19, 2026

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This change makes Ranked Play available in non-DEBUG builds (previously it was gated), which can unintentionally expose an incomplete or environment-dependent feature in production. If Ranked Play is not guaranteed to be fully supported for all release channels/servers, guard it behind a runtime feature flag (or server capability) rather than removing the build-time gating entirely.

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#else
buttonsMulti.Add(new MainMenuButton(ButtonSystemStrings.QuickPlay, @"button-daily-select", FontAwesome.Solid.Bolt, new Color4(94, 63, 186, 255), onQuickPlay, Key.Q));
#endif
// disabled for now to give ranked play space.
// buttonsMulti.Add(new MainMenuButton(ButtonSystemStrings.QuickPlay, @"button-daily-select", FontAwesome.Solid.Bolt, new Color4(94, 63, 186, 255), onQuickPlay, Key.Q));
Comment on lines 165 to +167

Copilot AI Apr 19, 2026

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Commenting out the Quick Play button leaves dead code in-place and makes it harder to track intended behavior over time. Prefer using a clear feature toggle (config/setting/constant) or an explicit conditional (e.g., based on a capability flag) to choose between Ranked Play and Quick Play, and remove the commented-out line to keep the menu definition unambiguous.

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buttonsMulti.ForEach(b => b.VisibleState = ButtonSystemState.Multi);

buttonsEdit.Add(new MainMenuButton(EditorStrings.BeatmapEditor.ToLower(), @"button-default-select", OsuIcon.Beatmap, new Color4(238, 170, 0, 255), (_, _) => OnEditBeatmap?.Invoke(), Key.B,
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