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Merge branch 'master' into fix/window-sizing-dropdown
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@@ -67,6 +67,9 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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if (LastAcceptedAction != null && nonGameplayPeriods.IsInAny(gameplayClock.CurrentTime))
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LastAcceptedAction = null;
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if (LastAcceptedAction != null && gameplayClock.IsRewinding)
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LastAcceptedAction = null;
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}
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protected abstract bool CheckValidNewAction(OsuAction action);
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@@ -1035,13 +1035,13 @@ namespace osu.Game.Screens.SelectV2
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private bool nextRandomBeatmap()
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{
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ICollection<GroupedBeatmap> visibleBeatmaps = ExpandedGroup != null
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ICollection<GroupedBeatmap> visibleBeatmaps = ExpandedGroup != null && grouping.GroupItems.TryGetValue(ExpandedGroup, out var groupItems)
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// In the case of grouping, users expect random to only operate on the expanded group.
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// This is going to incur some overhead as we don't have a group-beatmapset mapping currently.
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//
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// If this becomes an issue, we could either store a mapping, or run the random algorithm many times
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// using the `SetItems` method until we get a group HIT.
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? grouping.GroupItems[ExpandedGroup].Select(i => i.Model).OfType<GroupedBeatmap>().ToArray()
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? groupItems.Select(i => i.Model).OfType<GroupedBeatmap>().ToArray()
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: GetCarouselItems()!.Select(i => i.Model).OfType<GroupedBeatmap>().ToArray();
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GroupedBeatmap beatmap;
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