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Fix hide selection, add test
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436760de96
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@ -234,6 +234,18 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddAssert($"Beatmap changed {test_count} times", () => beatmapChangedCount == test_count);
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}
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[Test]
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public void TestHideSetSelectsCorrectBeatmap()
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{
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int? previousID = null;
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createSongSelect();
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importForRuleset(0);
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AddStep("Move to last difficulty", () => songSelect.Carousel.SelectBeatmap(songSelect.Carousel.BeatmapSets.First().Beatmaps.Last()));
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AddStep("Store current ID", () => previousID = songSelect.Carousel.SelectedBeatmap.ID);
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AddStep("Hide first beatmap", () => manager.Hide(songSelect.Carousel.SelectedBeatmapSet.Beatmaps.First()));
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AddAssert("Selected beatmap has not changed", () => songSelect.Carousel.SelectedBeatmap.ID == previousID);
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}
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private void importForRuleset(int id) => AddStep($"import test map for ruleset {id}",
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() => manager.Import(createTestBeatmapSet(getImportId(), rulesets.AvailableRulesets.Where(r => r.ID == id).ToArray())));
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@ -158,6 +158,9 @@ namespace osu.Game.Screens.Select
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var newSet = createCarouselSet(beatmapSet);
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// Since we're about to remove the selected beatmap, store its ID so we can go back if needed.
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var previouslySelectedID = selectedBeatmap?.Beatmap.ID;
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if (existingSet != null)
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root.RemoveChild(existingSet);
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@ -173,7 +176,7 @@ namespace osu.Game.Screens.Select
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//check if we can/need to maintain our current selection.
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if (hadSelection)
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select((CarouselItem)newSet.Beatmaps.FirstOrDefault(b => b.Beatmap.ID == selectedBeatmap?.Beatmap.ID) ?? newSet);
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select((CarouselItem)newSet.Beatmaps.FirstOrDefault(b => b.Beatmap.ID == previouslySelectedID) ?? newSet);
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itemsCache.Invalidate();
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Schedule(() => BeatmapSetsChanged?.Invoke());
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