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Use better method to avoid rewinding to deleted beatmaps
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@ -155,7 +155,7 @@ namespace osu.Game.Screens.Select
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public Bindable<RandomSelectAlgorithm> RandomAlgorithm = new Bindable<RandomSelectAlgorithm>();
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private readonly List<CarouselBeatmapSet> previouslyVisitedRandomSets = new List<CarouselBeatmapSet>();
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private readonly Stack<CarouselBeatmap> randomSelectedBeatmaps = new Stack<CarouselBeatmap>();
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private readonly List<CarouselBeatmap> randomSelectedBeatmaps = new List<CarouselBeatmap>();
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private CarouselRoot root;
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@ -348,6 +348,11 @@ namespace osu.Game.Screens.Select
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if (!root.BeatmapSetsByID.TryGetValue(beatmapSetID, out var existingSet))
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return;
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foreach (var beatmap in existingSet.Beatmaps)
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randomSelectedBeatmaps.Remove(beatmap);
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previouslyVisitedRandomSets.Remove(existingSet);
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root.RemoveItem(existingSet);
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itemsCache.Invalidate();
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@ -501,7 +506,7 @@ namespace osu.Game.Screens.Select
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if (selectedBeatmap != null && selectedBeatmapSet != null)
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{
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randomSelectedBeatmaps.Push(selectedBeatmap);
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randomSelectedBeatmaps.Add(selectedBeatmap);
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// when performing a random, we want to add the current set to the previously visited list
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// else the user may be "randomised" to the existing selection.
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@ -538,9 +543,10 @@ namespace osu.Game.Screens.Select
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{
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while (randomSelectedBeatmaps.Any())
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{
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var beatmap = randomSelectedBeatmaps.Pop();
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var beatmap = randomSelectedBeatmaps[^1];
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randomSelectedBeatmaps.Remove(beatmap);
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if (!beatmap.Filtered.Value && beatmapSets.Any(beatset => beatset.Beatmaps.Contains(beatmap)))
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if (!beatmap.Filtered.Value && beatmap.BeatmapInfo.BeatmapSet?.DeletePending != true)
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{
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if (selectedBeatmapSet != null)
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{
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