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Apply refactorings from review
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@ -3,7 +3,6 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Text;
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using DiffPlex;
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@ -63,8 +62,8 @@ namespace osu.Game.Screens.Edit
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{
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findChangedIndices(result, LegacyDecoder<Beatmap>.Section.HitObjects, out var removedIndices, out var addedIndices);
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foreach (int removed in removedIndices)
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editorBeatmap.RemoveAt(removed);
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for (int i = removedIndices.Count - 1; i >= 0; i--)
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editorBeatmap.RemoveAt(removedIndices[i]);
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if (addedIndices.Count > 0)
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{
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@ -80,7 +79,7 @@ namespace osu.Game.Screens.Edit
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removedIndices = new List<int>();
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addedIndices = new List<int>();
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// Find the index of [HitObject] sections. Lines changed prior to this index are ignored.
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// Find the start and end indices of the relevant section headers in both the old and the new beatmap file. Lines changed outside of the modified ranges are ignored.
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int oldSectionStartIndex = Array.IndexOf(result.PiecesOld, $"[{section}]");
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if (oldSectionStartIndex == -1)
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return;
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@ -97,9 +96,6 @@ namespace osu.Game.Screens.Edit
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if (newSectionEndIndex == -1)
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newSectionEndIndex = result.PiecesNew.Length;
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Debug.Assert(oldSectionStartIndex >= 0);
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Debug.Assert(newSectionStartIndex >= 0);
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foreach (var block in result.DiffBlocks)
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{
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// Removed indices
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@ -129,10 +125,6 @@ namespace osu.Game.Screens.Edit
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// This isn't strictly required, but the differ makes no guarantees about order.
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removedIndices.Sort();
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addedIndices.Sort();
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// The expected usage of this returned list is to iterate from the start to the end of the list, such that
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// these indices need to appear in reverse order for the usage to not have to deal with decrementing indices.
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removedIndices.Reverse();
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}
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private string readString(byte[] state) => Encoding.UTF8.GetString(state);
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