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we need to go back
reverted change and instead check `DeletePending` when retrieving existing online IDs
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@ -298,15 +298,13 @@ namespace osu.Game.Overlays
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Task.Run(() =>
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Task.Run(() =>
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{
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{
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var onlineIds = response.Select(r => r.OnlineBeatmapSetID).ToList();
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var onlineIds = response.Select(r => r.OnlineBeatmapSetID).ToList();
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var presentSets = beatmaps.QueryBeatmapSets(s => onlineIds.Contains(s.OnlineBeatmapSetID)).ToList();
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var presentOnlineIds = beatmaps.QueryBeatmapSets(s => onlineIds.Contains(s.OnlineBeatmapSetID) && !s.DeletePending).Select(r => r.OnlineBeatmapSetID).ToList();
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var sets = response.Select(r => r.ToBeatmapSet(rulesets)).Where(b => !presentOnlineIds.Contains(b.OnlineBeatmapSetID)).ToList();
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var responseSets = response.Select(r => r.ToBeatmapSet(rulesets)).ToList();
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var finalSets = responseSets.Where(b => !presentSets.Any(s => s.OnlineBeatmapSetID == b.OnlineBeatmapSetID && !s.DeletePending)).ToList();
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// may not need scheduling; loads async internally.
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// may not need scheduling; loads async internally.
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Schedule(() =>
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Schedule(() =>
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{
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{
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BeatmapSets = finalSets;
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BeatmapSets = sets;
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recreatePanels(Filter.DisplayStyleControl.DisplayStyle.Value);
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recreatePanels(Filter.DisplayStyleControl.DisplayStyle.Value);
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});
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});
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});
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});
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