diff --git a/osu.Game/Screens/SelectV2/BeatmapCarousel.cs b/osu.Game/Screens/SelectV2/BeatmapCarousel.cs index 740ed14e1e..19333a97b5 100644 --- a/osu.Game/Screens/SelectV2/BeatmapCarousel.cs +++ b/osu.Game/Screens/SelectV2/BeatmapCarousel.cs @@ -609,16 +609,9 @@ namespace osu.Game.Screens.SelectV2 if (carouselItems?.Any() != true) return false; - // If set grouping is available, this is the fastest way to retrieve sets for randomisation. + // This is the fastest way to retrieve sets for randomisation. ICollection visibleSets = grouping.SetItems.Keys; - // If not, we need to do an expensive copy. - // - // There's probably a more efficient way to handle this. Maybe the grouping filter should always expose grouped sets regardless - // as that process is done asynchronously. - if (!visibleSets.Any()) - visibleSets = carouselItems.Select(i => i.Model).OfType().Select(b => b.BeatmapSet!).Distinct().ToList(); - if (CurrentSelection is BeatmapInfo beatmapInfo) { randomSelectedBeatmaps.Add(beatmapInfo);