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Base wait steps duration on the delay used for results display
With `* 2` for safety of not potentially going to the next step and the delegate not executed yet.
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@ -24,6 +24,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Resolved]
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private AudioManager audio { get; set; }
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private int resultsDisplayWaitCount =>
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(int)((Screens.Play.Player.RESULTS_DISPLAY_DELAY / TimePerAction) * 2);
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protected override bool AllowFail => false;
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public TestSceneCompletionCancellation()
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@ -83,7 +86,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep("rewind to cancel", () => track.Seek(4000));
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AddUntilStep("completion cleared by processor", () => !Player.ScoreProcessor.HasCompleted.Value);
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AddWaitStep("wait", 5);
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// wait to ensure there was no attempt of pushing the results screen.
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AddWaitStep("wait", resultsDisplayWaitCount);
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}
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
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