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Ensure correct selection after deletion of currently selected
Also fixes a lot of bad interactions and simplifies further.
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@ -74,9 +74,14 @@ namespace osu.Game.Tests.Visual
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private void ensureRandomFetchSuccess() =>
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AddAssert("ensure prev random fetch worked", () => selectedSets.Peek() == carousel.SelectedBeatmapSet);
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private void checkSelected(int set, int diff) =>
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AddAssert($"selected is set{set} diff{diff}", () =>
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carousel.SelectedBeatmap == carousel.BeatmapSets.Skip(set - 1).First().Beatmaps.Skip(diff - 1).First());
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private void checkSelected(int set, int? diff = null) =>
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AddAssert($"selected is set{set}{(diff.HasValue ? $" diff{diff.Value}" : "")}", () =>
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{
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if (diff != null)
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return carousel.SelectedBeatmap == carousel.BeatmapSets.Skip(set - 1).First().Beatmaps.Skip(diff.Value - 1).First();
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return carousel.BeatmapSets.Skip(set - 1).First().Beatmaps.Contains(carousel.SelectedBeatmap);
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});
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private void setSelected(int set, int diff) =>
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AddStep($"select set{set} diff{diff}", () =>
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@ -95,7 +100,7 @@ namespace osu.Game.Tests.Visual
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}
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private void checkVisibleItemCount(bool diff, int count) =>
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AddAssert($"{count} {(diff ? "diff" : "set")} visible", () =>
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AddAssert($"{count} {(diff ? "diffs" : "sets")} visible", () =>
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carousel.Items.Count(s => (diff ? s.Item is CarouselBeatmap : s.Item is CarouselBeatmapSet) && s.Item.Visible) == count);
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private void nextRandom() =>
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@ -138,8 +143,9 @@ namespace osu.Game.Tests.Visual
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advanceSelection(diff: false);
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advanceSelection(diff: false);
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checkSelected(1, 1);
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checkSelected(1, 2);
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advanceSelection(direction: -1, diff: true);
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advanceSelection(direction: -1, diff: true);
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checkSelected(set_count, 3);
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}
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@ -234,7 +240,7 @@ namespace osu.Game.Tests.Visual
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checkVisibleItemCount(false, set_count);
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checkSelected(set_count, 1);
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checkSelected(set_count, 2);
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}
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/// <summary>
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