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Rewrite rooms to store multiple active countdowns
Update test to the new structure
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@ -91,8 +91,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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break;
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case StopCountdownRequest:
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multiplayerRoom.Countdown = null;
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raiseRoomUpdated();
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clearRoomCountdown();
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break;
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}
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});
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@ -244,14 +243,14 @@ namespace osu.Game.Tests.Visual.Multiplayer
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});
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AddStep("start countdown", () => multiplayerClient.Object.SendMatchRequest(new StartMatchCountdownRequest { Duration = TimeSpan.FromMinutes(1) }).WaitSafely());
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AddUntilStep("countdown started", () => multiplayerRoom.Countdown != null);
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AddUntilStep("countdown started", () => multiplayerRoom.ActiveCountdowns.Any());
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AddStep("transfer host to local user", () => transferHost(localUser));
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AddUntilStep("local user is host", () => multiplayerRoom.Host?.Equals(multiplayerClient.Object.LocalUser) == true);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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checkLocalUserState(MultiplayerUserState.Ready);
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AddAssert("countdown still active", () => multiplayerRoom.Countdown != null);
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AddAssert("countdown still active", () => multiplayerRoom.ActiveCountdowns.Any());
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}
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[Test]
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@ -392,7 +391,13 @@ namespace osu.Game.Tests.Visual.Multiplayer
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private void setRoomCountdown(TimeSpan duration)
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{
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multiplayerRoom.Countdown = new MatchStartCountdown { TimeRemaining = duration };
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multiplayerRoom.ActiveCountdowns.Add(new MatchStartCountdown { TimeRemaining = duration });
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raiseRoomUpdated();
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}
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private void clearRoomCountdown()
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{
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multiplayerRoom.ActiveCountdowns.Clear();
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raiseRoomUpdated();
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}
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