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Use sender
's realm (because we can)
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@ -320,7 +320,7 @@ namespace osu.Game.Screens.Select
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// To handle the beatmap update flow, attempt to track selection changes across delete-insert transactions.
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// When an update occurs, the previous beatmap set is either soft or hard deleted.
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// Check if the current selection was potentially deleted by re-querying its validity.
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bool selectedSetMarkedDeleted = realm.Run(r => r.Find<BeatmapSetInfo>(SelectedBeatmapSet.ID))?.DeletePending != false;
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bool selectedSetMarkedDeleted = sender.Realm.Find<BeatmapSetInfo>(SelectedBeatmapSet.ID)?.DeletePending != false;
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int[] modifiedAndInserted = changes.NewModifiedIndices.Concat(changes.InsertedIndices).ToArray();
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