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https://github.com/osukey/osukey.git
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Fix starting gameplay too early after import
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@ -391,9 +391,9 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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});
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AddStep("set user ready", () => client.ChangeState(MultiplayerUserState.Ready));
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AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
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pressReadyButton();
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AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
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AddUntilStep("user state is idle", () => client.LocalUser?.State == MultiplayerUserState.Idle);
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}
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@ -413,6 +413,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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});
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pressReadyButton();
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AddStep("Enter song select", () =>
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{
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var currentSubScreen = ((Screens.OnlinePlay.Multiplayer.Multiplayer)multiplayerScreenStack.CurrentScreen).CurrentSubScreen;
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@ -592,19 +594,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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});
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AddUntilStep("wait for ready button to be enabled", () => readyButton.ChildrenOfType<OsuButton>().Single().Enabled.Value);
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AddStep("click ready button", () =>
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{
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InputManager.MoveMouseTo(readyButton);
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InputManager.Click(MouseButton.Left);
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});
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AddUntilStep("wait for player to be ready", () => client.Room?.Users[0].State == MultiplayerUserState.Ready);
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AddUntilStep("wait for ready button to be enabled", () => readyButton.ChildrenOfType<OsuButton>().Single().Enabled.Value);
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AddStep("click start button", () => InputManager.Click(MouseButton.Left));
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pressReadyButton();
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pressReadyButton();
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AddUntilStep("wait for player", () => multiplayerScreenStack.CurrentScreen is Player);
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// Gameplay runs in real-time, so we need to incrementally check if gameplay has finished in order to not time out.
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@ -665,7 +656,24 @@ namespace osu.Game.Tests.Visual.Multiplayer
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});
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}
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private MultiplayerReadyButton readyButton => this.ChildrenOfType<MultiplayerReadyButton>().Single();
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private ReadyButton readyButton => this.ChildrenOfType<ReadyButton>().Single();
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private void pressReadyButton()
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{
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AddUntilStep("wait for ready button to be enabled", () => readyButton.Enabled.Value);
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MultiplayerUserState lastState = MultiplayerUserState.Idle;
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AddStep("click ready button", () =>
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{
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lastState = client.LocalUser?.State ?? MultiplayerUserState.Idle;
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InputManager.MoveMouseTo(readyButton);
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InputManager.Click(MouseButton.Left);
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});
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AddUntilStep("wait for state change", () => client.LocalUser?.State != lastState);
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}
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private void createRoom(Func<Room> room)
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{
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