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Fix default beatmap not being correctly set after aborting new beatmap creation #32340
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I'm not sure what it is precisely but I'm deeply uncomfortable with this id check.
DefaultBeatmap
's ID isn't even fixed to some constant value, it just looks to be getting a randomGuid.NewGuid()
via the defaultBeatmapInfo
ctor.Is there any reason we can't go with something like the following instead?
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We could do that as well, but I'd want to guard in
WorkingBeatmapCache
as well, since this is bound to occur via some other means. Right now, doing aGetWorkingBeatmap
call will have a chance of converting a default/dummy beatmap into something that resembles it, but isn't considered default.I'm guessing this will sit better with you? It seems to work just as well (waiting on tests to confirm that we don't need to check
BeatmapSet
fornull
, but it seems really weird that we would need to be).There was a problem hiding this comment.
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If it works then I suppose I could live with a reference equality check sure. Seems less prone to accidental breakage.