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https://github.com/osukey/osukey.git
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Split ready button visual logic into button itself
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@ -95,10 +95,10 @@ namespace osu.Game.Tests.Visual.Multiplayer
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protected void RunGameplay()
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{
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AddUntilStep("wait for idle", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Idle);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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ClickButtonWhenEnabled<MultiplayerReadyButton.ReadyButton>();
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AddUntilStep("wait for ready", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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ClickButtonWhenEnabled<MultiplayerReadyButton.ReadyButton>();
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AddUntilStep("wait for player", () => multiplayerComponents.CurrentScreen is Player player && player.IsLoaded);
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AddStep("exit player", () => multiplayerComponents.MultiplayerScreen.MakeCurrent());
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@ -102,10 +102,10 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddUntilStep("selected beatmap is initial beatmap", () => Beatmap.Value.BeatmapInfo.OnlineID == InitialBeatmap.OnlineID);
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AddUntilStep("wait for idle", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Idle);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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ClickButtonWhenEnabled<MultiplayerReadyButton.ReadyButton>();
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AddUntilStep("wait for ready", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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ClickButtonWhenEnabled<MultiplayerReadyButton.ReadyButton>();
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AddUntilStep("wait for player", () => CurrentScreen is Player player && player.IsLoaded);
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AddAssert("ruleset is correct", () => ((Player)CurrentScreen).Ruleset.Value.Equals(new OsuRuleset().RulesetInfo));
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@ -119,10 +119,10 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddUntilStep("selected beatmap is initial beatmap", () => Beatmap.Value.BeatmapInfo.OnlineID == InitialBeatmap.OnlineID);
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AddUntilStep("wait for idle", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Idle);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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ClickButtonWhenEnabled<MultiplayerReadyButton.ReadyButton>();
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AddUntilStep("wait for ready", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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ClickButtonWhenEnabled<MultiplayerReadyButton.ReadyButton>();
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AddUntilStep("wait for player", () => CurrentScreen is Player player && player.IsLoaded);
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AddAssert("mods are correct", () => !((Player)CurrentScreen).Mods.Value.Any());
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@ -145,7 +145,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddUntilStep("wait for spectating user state", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Spectating);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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ClickButtonWhenEnabled<MultiplayerReadyButton.ReadyButton>();
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AddUntilStep("match started", () => MultiplayerClient.Room?.State == MultiplayerRoomState.WaitingForLoad);
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}
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@ -92,10 +92,10 @@ namespace osu.Game.Tests.Visual.Multiplayer
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MultiplayerClient.TransferHost(2);
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});
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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ClickButtonWhenEnabled<MultiplayerReadyButton.ReadyButton>();
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AddUntilStep("user is ready", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Ready);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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ClickButtonWhenEnabled<MultiplayerReadyButton.ReadyButton>();
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AddUntilStep("user is idle", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Idle);
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}
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@ -111,7 +111,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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MultiplayerClient.AddUser(new APIUser { Id = 2, Username = "Another user" });
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});
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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ClickButtonWhenEnabled<MultiplayerReadyButton.ReadyButton>();
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AddUntilStep("user is ready", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Ready);
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verifyGameplayStartFlow();
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@ -126,7 +126,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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MultiplayerClient.TransferHost(2);
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});
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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ClickButtonWhenEnabled<MultiplayerReadyButton.ReadyButton>();
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AddStep("make user host", () => MultiplayerClient.TransferHost(MultiplayerClient.Room?.Users[0].UserID ?? 0));
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verifyGameplayStartFlow();
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@ -141,12 +141,12 @@ namespace osu.Game.Tests.Visual.Multiplayer
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MultiplayerClient.AddUser(new APIUser { Id = 2, Username = "Another user" });
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});
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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ClickButtonWhenEnabled<MultiplayerReadyButton.ReadyButton>();
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AddUntilStep("user is ready", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Ready);
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AddStep("transfer host", () => MultiplayerClient.TransferHost(MultiplayerClient.Room?.Users[1].UserID ?? 0));
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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ClickButtonWhenEnabled<MultiplayerReadyButton.ReadyButton>();
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AddUntilStep("user is idle (match not started)", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Idle);
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AddAssert("ready button enabled", () => button.ChildrenOfType<OsuButton>().Single().Enabled.Value);
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}
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@ -166,7 +166,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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if (!isHost)
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AddStep("transfer host", () => MultiplayerClient.TransferHost(2));
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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ClickButtonWhenEnabled<MultiplayerReadyButton.ReadyButton>();
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AddRepeatStep("change user ready state", () =>
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{
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@ -184,7 +184,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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private void verifyGameplayStartFlow()
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{
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AddUntilStep("user is ready", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Ready);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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ClickButtonWhenEnabled<MultiplayerReadyButton.ReadyButton>();
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AddUntilStep("user waiting for load", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.WaitingForLoad);
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AddStep("finish gameplay", () =>
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