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remove hacky method to check if carousel is null
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c5775aa452
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@ -128,7 +128,7 @@ namespace osu.Game.Screens.Select
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private void load(AudioManager audio, OsuColour colours, ManageCollectionsDialog? manageCollectionsDialog, DifficultyRecommender? recommender)
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{
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// initial value transfer is required for FilterControl (it uses our re-cached bindables in its async load for the initial filter).
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transferRulesetValue(false);
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transferRulesetValue();
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LoadComponentAsync(Carousel = new BeatmapCarousel
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{
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@ -852,7 +852,7 @@ namespace osu.Game.Screens.Select
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/// Will immediately run filter operations if required.
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/// </summary>
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/// <returns>Whether a transfer occurred.</returns>
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private bool transferRulesetValue(bool carouselLoaded = true)
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private bool transferRulesetValue()
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{
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if (decoupledRuleset.Value?.Equals(Ruleset.Value) == true)
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return false;
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@ -860,8 +860,8 @@ namespace osu.Game.Screens.Select
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Logger.Log($"decoupled ruleset transferred (\"{decoupledRuleset.Value}\" -> \"{Ruleset.Value}\")");
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rulesetNoDebounce = decoupledRuleset.Value = Ruleset.Value;
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// We don't want to declare the carousel as nullable, so this check allows us to avoid running the carousel flush during the loading process
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if (!carouselLoaded) return true;
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// We want to check for null since this method gets called before the loading of the carousel.
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if (Carousel.IsNull()) return true;
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// if we have a pending filter operation, we want to run it now.
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// it could change selection (ie. if the ruleset has been changed).
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