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Move track to MusicController, compiles
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@ -5,10 +5,10 @@ using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Utils;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Overlays;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Storyboards;
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@ -21,19 +21,16 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Resolved]
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private AudioManager audioManager { get; set; }
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private Track track;
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[Resolved]
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private MusicController musicController { get; set; }
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
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{
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var working = new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
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track = working.Track;
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return working;
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}
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=> new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
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[Test]
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public void TestNoJudgementsOnRewind()
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{
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AddUntilStep("wait for track to start running", () => track.IsRunning);
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AddUntilStep("wait for track to start running", () => MusicController.IsPlaying);
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addSeekStep(3000);
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AddAssert("all judged", () => Player.DrawableRuleset.Playfield.AllHitObjects.All(h => h.Judged));
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AddUntilStep("key counter counted keys", () => Player.HUDOverlay.KeyCounter.Children.All(kc => kc.CountPresses >= 7));
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@ -46,7 +43,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private void addSeekStep(double time)
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{
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AddStep($"seek to {time}", () => track.Seek(time));
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AddStep($"seek to {time}", () => MusicController.SeekTo(time));
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// Allow a few frames of lenience
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AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(time, Player.DrawableRuleset.FrameStableClock.CurrentTime, 100));
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