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Refactor latest changes to avoid unnecessary call when mods not present
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6e3bea938e
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@ -6,7 +6,6 @@ using System.Linq;
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using Humanizer;
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using Humanizer;
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using Humanizer.Localisation;
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using Humanizer.Localisation;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Utils;
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using osu.Game.Utils;
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namespace osu.Game.Online.Rooms
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namespace osu.Game.Online.Rooms
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@ -46,13 +45,14 @@ namespace osu.Game.Online.Rooms
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public static string GetTotalDuration(this BindableList<PlaylistItem> playlist) =>
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public static string GetTotalDuration(this BindableList<PlaylistItem> playlist) =>
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playlist.Select(p =>
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playlist.Select(p =>
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{
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{
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IEnumerable<Mod> modList = [];
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double rate = 1;
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if (p.RequiredMods.Length > 0)
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if (p.RequiredMods.Length > 0)
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{
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{
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var ruleset = p.Beatmap.Ruleset.CreateInstance();
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var ruleset = p.Beatmap.Ruleset.CreateInstance();
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modList = p.RequiredMods.Select(mod => mod.ToMod(ruleset));
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rate = ModUtils.CalculateRateWithMods(p.RequiredMods.Select(mod => mod.ToMod(ruleset)));
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}
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}
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double rate = ModUtils.CalculateRateWithMods(modList);
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return p.Beatmap.Length / rate;
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return p.Beatmap.Length / rate;
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}).Sum().Milliseconds().Humanize(minUnit: TimeUnit.Second, maxUnit: TimeUnit.Hour, precision: 2);
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}).Sum().Milliseconds().Humanize(minUnit: TimeUnit.Second, maxUnit: TimeUnit.Hour, precision: 2);
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}
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}
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