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Fix event handling from outside carousel being scheduled at the wrong level
Was causing BeatmapSet's Set to run *after* newer events were received.
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@ -417,32 +417,10 @@ namespace osu.Game.Screens.Select
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}
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}
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private void onBeatmapSetAdded(BeatmapSetInfo s) => Schedule(() => carousel.UpdateBeatmapSet(s));
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private void onBeatmapSetRemoved(BeatmapSetInfo s) => Schedule(() =>
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{
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carousel.RemoveBeatmapSet(s);
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if (carousel.SelectedBeatmap == null)
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Beatmap.SetDefault();
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});
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private void onBeatmapRestored(BeatmapInfo beatmap)
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{
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Schedule(() =>
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{
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var beatmapSet = beatmaps.QueryBeatmapSet(s => s.ID == beatmap.BeatmapSetInfoID);
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carousel.UpdateBeatmapSet(beatmapSet);
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});
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}
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private void onBeatmapHidden(BeatmapInfo beatmap)
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{
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Schedule(() =>
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{
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var beatmapSet = beatmaps.QueryBeatmapSet(s => s.ID == beatmap.BeatmapSetInfoID);
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carousel.UpdateBeatmapSet(beatmapSet);
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});
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}
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private void onBeatmapSetAdded(BeatmapSetInfo s) => carousel.UpdateBeatmapSet(s);
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private void onBeatmapSetRemoved(BeatmapSetInfo s) => carousel.RemoveBeatmapSet(s);
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private void onBeatmapRestored(BeatmapInfo b) => carousel.UpdateBeatmapSet(beatmaps.QueryBeatmapSet(s => s.ID == b.BeatmapSetInfoID));
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private void onBeatmapHidden(BeatmapInfo b) => carousel.UpdateBeatmapSet(beatmaps.QueryBeatmapSet(s => s.ID == b.BeatmapSetInfoID));
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private void carouselBeatmapsLoaded()
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{
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