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Convert final step to until step to avoid unnecessary delays
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@ -184,12 +184,14 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddRepeatStep("player joins", playerJoin, 5);
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AddRepeatStep("player joins", playerJoin, 5);
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// all ready
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// all ready
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AddRepeatStep("players ready up", () =>
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AddUntilStep("all players ready", () =>
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{
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{
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var nextUnready = client.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle);
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var nextUnready = client.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle);
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if (nextUnready != null)
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if (nextUnready != null)
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client.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Ready);
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client.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Ready);
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}, 40);
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return client.Room?.Users.All(u => u.State == MultiplayerUserState.Ready) == true;
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});
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}
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}
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/// <summary>
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/// <summary>
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