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Merge branch 'master' into remove-playlistitem-beatmap
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@ -38,7 +38,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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private TestMultiplayerComponents multiplayerComponents;
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protected TestMultiplayerClient Client => multiplayerComponents.Client;
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protected TestMultiplayerClient MultiplayerClient => multiplayerComponents.MultiplayerClient;
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[BackgroundDependencyLoader]
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private void load(GameHost host, AudioManager audio)
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@ -83,21 +83,21 @@ namespace osu.Game.Tests.Visual.Multiplayer
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ClickButtonWhenEnabled<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>();
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AddUntilStep("wait for join", () => Client.RoomJoined);
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AddUntilStep("wait for join", () => MultiplayerClient.RoomJoined);
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}
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[Test]
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public void TestCreatedWithCorrectMode()
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{
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AddAssert("room created with correct mode", () => Client.APIRoom?.QueueMode.Value == Mode);
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AddAssert("room created with correct mode", () => MultiplayerClient.APIRoom?.QueueMode.Value == Mode);
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}
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protected void RunGameplay()
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{
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AddUntilStep("wait for idle", () => Client.LocalUser?.State == MultiplayerUserState.Idle);
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AddUntilStep("wait for idle", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Idle);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("wait for ready", () => Client.LocalUser?.State == MultiplayerUserState.Ready);
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AddUntilStep("wait for ready", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("wait for player", () => multiplayerComponents.CurrentScreen is Player player && player.IsLoaded);
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