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Remove redundant diff processing
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9763a58392
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@ -41,17 +41,12 @@ namespace osu.Game.Screens.Edit
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editorBeatmap.BeginChange();
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processHitObjects(result, () => newBeatmap ??= readBeatmap(newState));
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processTimingPoints(result, () => newBeatmap ??= readBeatmap(newState));
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processTimingPoints(() => newBeatmap ??= readBeatmap(newState));
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editorBeatmap.EndChange();
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}
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private void processTimingPoints(DiffResult result, Func<IBeatmap> getNewBeatmap)
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private void processTimingPoints(Func<IBeatmap> getNewBeatmap)
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{
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findChangedIndices(result, LegacyDecoder<Beatmap>.Section.TimingPoints, out var removedIndices, out var addedIndices);
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if (removedIndices.Count == 0 && addedIndices.Count == 0)
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return;
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ControlPointInfo newControlPoints = EditorBeatmap.ConvertControlPoints(getNewBeatmap().ControlPointInfo);
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// Remove all groups from the current beatmap which don't have a corresponding equal group in the new beatmap.
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