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Fix tests being blocked by notification overlay popup
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@ -77,7 +77,13 @@ namespace osu.Game.Tests.Visual.Navigation
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AddStep("press enter", () => InputManager.Key(Key.Enter));
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AddStep("press enter", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null);
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AddUntilStep("wait for player", () =>
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{
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// dismiss any notifications that may appear (ie. muted notification).
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clickMouseInCentre();
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return (player = Game.ScreenStack.CurrentScreen as Player) != null;
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});
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AddAssert("retry count is 0", () => player.RestartCount == 0);
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AddAssert("retry count is 0", () => player.RestartCount == 0);
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AddStep("attempt to retry", () => player.ChildrenOfType<HotkeyRetryOverlay>().First().Action());
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AddStep("attempt to retry", () => player.ChildrenOfType<HotkeyRetryOverlay>().First().Action());
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@ -104,7 +110,14 @@ namespace osu.Game.Tests.Visual.Navigation
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AddStep("set mods", () => Game.SelectedMods.Value = new Mod[] { new OsuModNoFail(), new OsuModDoubleTime { SpeedChange = { Value = 2 } } });
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AddStep("set mods", () => Game.SelectedMods.Value = new Mod[] { new OsuModNoFail(), new OsuModDoubleTime { SpeedChange = { Value = 2 } } });
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AddStep("press enter", () => InputManager.Key(Key.Enter));
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AddStep("press enter", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null);
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AddUntilStep("wait for player", () =>
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{
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// dismiss any notifications that may appear (ie. muted notification).
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clickMouseInCentre();
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return (player = Game.ScreenStack.CurrentScreen as Player) != null;
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});
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AddUntilStep("wait for track playing", () => beatmap().Track.IsRunning);
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AddUntilStep("wait for track playing", () => beatmap().Track.IsRunning);
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AddStep("seek to near end", () => player.ChildrenOfType<GameplayClockContainer>().First().Seek(beatmap().Beatmap.HitObjects[^1].StartTime - 1000));
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AddStep("seek to near end", () => player.ChildrenOfType<GameplayClockContainer>().First().Seek(beatmap().Beatmap.HitObjects[^1].StartTime - 1000));
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AddUntilStep("wait for pass", () => (results = Game.ScreenStack.CurrentScreen as ResultsScreen) != null && results.IsLoaded);
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AddUntilStep("wait for pass", () => (results = Game.ScreenStack.CurrentScreen as ResultsScreen) != null && results.IsLoaded);
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@ -131,7 +144,13 @@ namespace osu.Game.Tests.Visual.Navigation
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AddStep("press enter", () => InputManager.Key(Key.Enter));
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AddStep("press enter", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null);
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AddUntilStep("wait for player", () =>
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{
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// dismiss any notifications that may appear (ie. muted notification).
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clickMouseInCentre();
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return (player = Game.ScreenStack.CurrentScreen as Player) != null;
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});
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AddUntilStep("wait for fail", () => player.HasFailed);
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AddUntilStep("wait for fail", () => player.HasFailed);
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AddUntilStep("wait for track stop", () => !Game.MusicController.IsPlaying);
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AddUntilStep("wait for track stop", () => !Game.MusicController.IsPlaying);
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@ -403,6 +422,12 @@ namespace osu.Game.Tests.Visual.Navigation
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AddStep("test dispose doesn't crash", () => Game.Dispose());
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AddStep("test dispose doesn't crash", () => Game.Dispose());
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}
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}
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private void clickMouseInCentre()
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{
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InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre);
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InputManager.Click(MouseButton.Left);
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}
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private void pushEscape() =>
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private void pushEscape() =>
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AddStep("Press escape", () => InputManager.Key(Key.Escape));
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AddStep("Press escape", () => InputManager.Key(Key.Escape));
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