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https://github.com/osukey/osukey.git
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Fix PlayerLoader testcase being completely broken
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@ -10,21 +10,25 @@ using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Screens;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestCasePlayerLoader : ManualInputManagerTestCase
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{
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private PlayerLoader loader;
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private readonly OsuScreenStack stack;
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private OsuScreenStack stack;
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public TestCasePlayerLoader()
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[SetUp]
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public void Setup() => Schedule(() =>
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{
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InputManager.Add(stack = new OsuScreenStack { RelativeSizeAxes = Axes.Both });
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}
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InputManager.Child = stack = new OsuScreenStack { RelativeSizeAxes = Axes.Both };
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Beatmap.Value = new TestWorkingBeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo), Clock);
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});
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[Test]
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public void TestLoadContinuation()
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@ -33,8 +37,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddUntilStep("wait for current", () => loader.IsCurrentScreen());
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AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
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AddUntilStep("wait for no longer current", () => !loader.IsCurrentScreen());
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AddStep("exit loader", () => loader.Exit());
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AddUntilStep("wait for no longer alive", () => !loader.IsAlive);
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AddStep("load slow dummy beatmap", () =>
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{
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SlowLoadPlayer slow = null;
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@ -58,41 +60,25 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep("load player", () =>
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{
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Mods.Value = new[] { gameMod = new TestMod() };
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InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre);
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stack.Push(new PlayerLoader(() => player = new TestPlayer()));
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});
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AddUntilStep("wait for player to become current", () =>
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{
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if (player.IsCurrentScreen())
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{
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playerMod1 = (TestMod)player.Mods.Value.Single();
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return true;
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}
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return false;
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stack.Push(loader = new PlayerLoader(() => player = new TestPlayer()));
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});
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AddUntilStep("wait for loader to become current", () => loader.IsCurrentScreen());
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AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
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AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
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AddStep("retrieve mods", () => playerMod1 = (TestMod)player.Mods.Value.Single());
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AddAssert("game mods not applied", () => gameMod.Applied == false);
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AddAssert("player mods applied", () => playerMod1.Applied);
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AddStep("restart player", () =>
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{
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var lastPlayer = player;
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player = null;
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player.Restart();
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});
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AddUntilStep("wait for player to become current", () =>
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{
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if (player.IsCurrentScreen())
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{
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playerMod2 = (TestMod)player.Mods.Value.Single();
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return true;
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}
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return false;
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lastPlayer.Restart();
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});
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AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
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AddStep("retrieve mods", () => playerMod2 = (TestMod)player.Mods.Value.Single());
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AddAssert("game mods not applied", () => gameMod.Applied == false);
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AddAssert("player has different mods", () => playerMod1 != playerMod2);
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AddAssert("player mods applied", () => playerMod2.Applied);
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