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Add note about reasoning behind MultiplayerClient.GetAPIBeatmap call
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@@ -166,6 +166,8 @@ namespace osu.Game.Screens.OnlinePlay
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IBeatmapInfo foundBeatmap;
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if (multiplayerClient != null)
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// This call can eventually go away (and use the else case below).
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// Currently required only due to the method being overridden to provide special behaviour in tests.
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foundBeatmap = await multiplayerClient.GetAPIBeatmap(Item.BeatmapID).ConfigureAwait(false);
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else
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foundBeatmap = await beatmapLookupCache.GetBeatmapAsync(Item.BeatmapID).ConfigureAwait(false);
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