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https://github.com/osukey/osukey.git
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Update various tests to enable NRT to avoid new inspection failures
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@ -1,8 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@ -33,20 +31,21 @@ namespace osu.Game.Tests.Visual.Multiplayer
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public class TestSceneMultiSpectatorScreen : MultiplayerTestScene
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{
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[Resolved]
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private OsuGameBase game { get; set; }
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private OsuGameBase game { get; set; } = null!;
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[Resolved]
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private OsuConfigManager config { get; set; }
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private OsuConfigManager config { get; set; } = null!;
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[Resolved]
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private BeatmapManager beatmapManager { get; set; }
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private BeatmapManager beatmapManager { get; set; } = null!;
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private MultiSpectatorScreen spectatorScreen;
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private MultiSpectatorScreen spectatorScreen = null!;
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private readonly List<MultiplayerRoomUser> playingUsers = new List<MultiplayerRoomUser>();
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private BeatmapSetInfo importedSet;
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private BeatmapInfo importedBeatmap;
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private BeatmapSetInfo importedSet = null!;
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private BeatmapInfo importedBeatmap = null!;
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private int importedBeatmapId;
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[BackgroundDependencyLoader]
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@ -340,7 +339,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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sendFrames(getPlayerIds(count), 300);
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}
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Player player = null;
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Player? player = null;
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AddStep($"get {PLAYER_1_ID} player instance", () => player = getInstance(PLAYER_1_ID).ChildrenOfType<Player>().Single());
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@ -369,7 +368,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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b.Storyboard.GetLayer("Background").Add(sprite);
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});
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private void testLeadIn(Action<WorkingBeatmap> applyToBeatmap = null)
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private void testLeadIn(Action<WorkingBeatmap>? applyToBeatmap = null)
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{
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start(PLAYER_1_ID);
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@ -387,7 +386,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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assertRunning(PLAYER_1_ID);
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}
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private void loadSpectateScreen(bool waitForPlayerLoad = true, Action<WorkingBeatmap> applyToBeatmap = null)
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private void loadSpectateScreen(bool waitForPlayerLoad = true, Action<WorkingBeatmap>? applyToBeatmap = null)
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{
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AddStep("load screen", () =>
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{
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