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Change event flow to avoid firing store delete events on update
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@ -50,7 +50,7 @@ namespace osu.Game.Screens.Multi.Match
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private LeaderboardChatDisplay leaderboardChatDisplay;
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private MatchSettingsOverlay settingsOverlay;
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private IBindable<WeakReference<BeatmapSetInfo>> managerAdded;
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private IBindable<WeakReference<BeatmapSetInfo>> managerUpdated;
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public MatchSubScreen(Room room)
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{
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@ -183,8 +183,8 @@ namespace osu.Game.Screens.Multi.Match
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SelectedItem.BindValueChanged(_ => Scheduler.AddOnce(selectedItemChanged));
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SelectedItem.Value = playlist.FirstOrDefault();
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managerAdded = beatmapManager.ItemAdded.GetBoundCopy();
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managerAdded.BindValueChanged(beatmapAdded);
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managerUpdated = beatmapManager.ItemUpdated.GetBoundCopy();
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managerUpdated.BindValueChanged(beatmapUpdated);
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}
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public override bool OnExiting(IScreen next)
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@ -217,7 +217,7 @@ namespace osu.Game.Screens.Multi.Match
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Beatmap.Value = beatmapManager.GetWorkingBeatmap(localBeatmap);
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}
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private void beatmapAdded(ValueChangedEvent<WeakReference<BeatmapSetInfo>> weakSet)
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private void beatmapUpdated(ValueChangedEvent<WeakReference<BeatmapSetInfo>> weakSet)
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{
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Schedule(() =>
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{
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