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Rename "client" fields in tests to specify whether spectator or multiplayer
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@ -59,7 +59,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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foreach (int user in users)
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{
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SpectatorClient.StartPlay(user, Beatmap.Value.BeatmapInfo.OnlineID);
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multiplayerUsers.Add(OnlinePlayDependencies.Client.AddUser(new APIUser { Id = user }, true));
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multiplayerUsers.Add(OnlinePlayDependencies.MultiplayerClient.AddUser(new APIUser { Id = user }, true));
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}
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Children = new Drawable[]
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@ -77,7 +77,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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});
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AddUntilStep("wait for load", () => leaderboard.IsLoaded);
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AddUntilStep("wait for user population", () => Client.CurrentMatchPlayingUserIds.Count > 0);
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AddUntilStep("wait for user population", () => MultiplayerClient.CurrentMatchPlayingUserIds.Count > 0);
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}
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[Test]
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@ -91,7 +91,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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public void TestUserQuit()
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{
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foreach (int user in users)
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AddStep($"mark user {user} quit", () => Client.RemoveUser(UserLookupCache.GetUserAsync(user).GetResultSafely().AsNonNull()));
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AddStep($"mark user {user} quit", () => MultiplayerClient.RemoveUser(UserLookupCache.GetUserAsync(user).GetResultSafely().AsNonNull()));
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}
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[Test]
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