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Fix beatmap carousel performance regression with large databases #28946

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Jul 19, 2024
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25 changes: 24 additions & 1 deletion osu.Game/Screens/Select/BeatmapCarousel.cs
Original file line number Diff line number Diff line change
Expand Up @@ -281,10 +281,33 @@ private void beatmapSetsChanged(IRealmCollection<BeatmapSetInfo> sender, ChangeS
realmBeatmapSets.Clear();
realmBeatmapSets.AddRange(sender.Select(r => r.ID));

if (originalBeatmapSetsDetached.Count > 0 && sender.Count == 0)
{
// Usually we'd reset stuff here, but doing so triggers a silly flow which ends up deadlocking realm.
// Additionally, user should not be at song select when realm is blocking all operations in the first place.
//
// Note that due to the catch-up logic below, once operations are restored we will still be in a roughly
// correct state. The only things that this return will change is the carousel will not empty *during* the blocking
// operation.
return;
}

// Do a full two-way check for missing (or incorrectly present) beatmaps.
// Let's assume that the worst that can happen is deletions or additions.
setsRequiringRemoval.Clear();
setsRequiringUpdate.Clear();

loadBeatmapSets(sender);
foreach (Guid id in realmBeatmapSets)
{
if (!root.BeatmapSetsByID.ContainsKey(id))
setsRequiringUpdate.Add(id);
}

foreach (Guid id in root.BeatmapSetsByID.Keys)
{
if (!realmBeatmapSets.Contains(id))
setsRequiringRemoval.Add(id);
}
}
else
{
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