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Merge pull request #8066 from voidedWarranties/mod-testscene
Add base test scene allowing different player initialisation per test method
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commit
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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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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Osu.Tests.Mods
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{
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public class TestSceneOsuModDifficultyAdjust : ModTestScene
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{
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public TestSceneOsuModDifficultyAdjust()
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: base(new OsuRuleset())
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{
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}
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[Test]
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public void TestNoAdjustment() => CreateModTest(new ModTestData
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{
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Mod = new OsuModDifficultyAdjust(),
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Autoplay = true,
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PassCondition = checkSomeHit
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});
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[Test]
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public void TestCircleSize1() => CreateModTest(new ModTestData
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{
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Mod = new OsuModDifficultyAdjust { CircleSize = { Value = 1 } },
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Autoplay = true,
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PassCondition = () => checkSomeHit() && checkObjectsScale(0.78f)
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});
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[Test]
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public void TestCircleSize10() => CreateModTest(new ModTestData
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{
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Mod = new OsuModDifficultyAdjust { CircleSize = { Value = 10 } },
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Autoplay = true,
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PassCondition = () => checkSomeHit() && checkObjectsScale(0.15f)
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});
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[Test]
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public void TestApproachRate1() => CreateModTest(new ModTestData
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{
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Mod = new OsuModDifficultyAdjust { ApproachRate = { Value = 1 } },
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Autoplay = true,
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PassCondition = () => checkSomeHit() && checkObjectsPreempt(1680)
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});
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[Test]
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public void TestApproachRate10() => CreateModTest(new ModTestData
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{
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Mod = new OsuModDifficultyAdjust { ApproachRate = { Value = 10 } },
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Autoplay = true,
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PassCondition = () => checkSomeHit() && checkObjectsPreempt(450)
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});
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private bool checkObjectsPreempt(double target)
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{
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var objects = Player.ChildrenOfType<DrawableHitCircle>();
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if (!objects.Any())
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return false;
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return objects.All(o => o.HitObject.TimePreempt == target);
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}
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private bool checkObjectsScale(float target)
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{
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var objects = Player.ChildrenOfType<DrawableHitCircle>();
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if (!objects.Any())
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return false;
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return objects.All(o => Precision.AlmostEquals(o.ChildrenOfType<ShakeContainer>().First().Children.OfType<Container>().Single().Scale.X, target));
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}
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private bool checkSomeHit()
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{
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return Player.ScoreProcessor.JudgedHits >= 2;
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}
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}
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}
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99
osu.Game/Tests/Visual/ModTestScene.cs
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99
osu.Game/Tests/Visual/ModTestScene.cs
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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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using System;
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using System.Collections.Generic;
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using JetBrains.Annotations;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Tests.Visual
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{
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public abstract class ModTestScene : PlayerTestScene
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{
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protected sealed override bool HasCustomSteps => true;
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(ModTestScene)
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};
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protected ModTestScene(Ruleset ruleset)
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: base(ruleset)
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{
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}
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private ModTestData currentTestData;
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protected void CreateModTest(ModTestData testData) => CreateTest(() =>
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{
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AddStep("set test data", () => currentTestData = testData);
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});
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public override void TearDownSteps()
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{
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AddUntilStep("test passed", () =>
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{
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if (currentTestData == null)
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return true;
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return currentTestData.PassCondition?.Invoke() ?? false;
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});
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base.TearDownSteps();
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}
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protected sealed override IBeatmap CreateBeatmap(RulesetInfo ruleset) => currentTestData?.Beatmap ?? base.CreateBeatmap(ruleset);
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protected sealed override TestPlayer CreatePlayer(Ruleset ruleset)
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{
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var mods = new List<Mod>(SelectedMods.Value);
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if (currentTestData.Mod != null)
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mods.Add(currentTestData.Mod);
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if (currentTestData.Autoplay)
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mods.Add(ruleset.GetAutoplayMod());
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SelectedMods.Value = mods;
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return new ModTestPlayer(AllowFail);
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}
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protected class ModTestPlayer : TestPlayer
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{
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protected override bool AllowFail { get; }
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public ModTestPlayer(bool allowFail)
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: base(false, false)
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{
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AllowFail = allowFail;
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}
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}
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protected class ModTestData
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{
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/// <summary>
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/// Whether to use a replay to simulate an auto-play. True by default.
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/// </summary>
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public bool Autoplay = true;
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/// <summary>
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/// The beatmap for this test case.
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/// </summary>
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[CanBeNull]
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public IBeatmap Beatmap;
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/// <summary>
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/// The conditions that cause this test case to pass.
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/// </summary>
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[CanBeNull]
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public Func<bool> PassCondition;
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/// <summary>
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/// The <see cref="Mod"/> this test case tests.
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/// </summary>
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public Mod Mod;
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}
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}
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}
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@ -1,6 +1,7 @@
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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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using System;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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@ -13,6 +14,11 @@ namespace osu.Game.Tests.Visual
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{
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public abstract class PlayerTestScene : RateAdjustedBeatmapTestScene
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{
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/// <summary>
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/// Whether custom test steps are provided. Custom tests should invoke <see cref="CreateTest"/> to create the test steps.
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/// </summary>
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protected virtual bool HasCustomSteps { get; } = false;
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private readonly Ruleset ruleset;
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protected TestPlayer Player;
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@ -36,7 +42,18 @@ namespace osu.Game.Tests.Visual
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{
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base.SetUpSteps();
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AddStep(ruleset.RulesetInfo.Name, loadPlayer);
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if (!HasCustomSteps)
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CreateTest(null);
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}
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protected void CreateTest(Action action)
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{
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if (action != null && !HasCustomSteps)
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throw new InvalidOperationException($"Cannot add custom test steps without {nameof(HasCustomSteps)} being set.");
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action?.Invoke();
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AddStep(ruleset.RulesetInfo.Name, LoadPlayer);
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AddUntilStep("player loaded", () => Player.IsLoaded && Player.Alpha == 1);
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}
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@ -44,12 +61,14 @@ namespace osu.Game.Tests.Visual
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protected virtual bool Autoplay => false;
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private void loadPlayer()
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protected void LoadPlayer()
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{
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var beatmap = CreateBeatmap(ruleset.RulesetInfo);
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Beatmap.Value = CreateWorkingBeatmap(beatmap);
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SelectedMods.Value = Array.Empty<Mod>();
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if (!AllowFail)
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{
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var noFailMod = ruleset.GetAllMods().FirstOrDefault(m => m is ModNoFail);
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@ -34,7 +34,7 @@ namespace osu.Game.Tests.Visual
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public virtual void SetUpSteps() => addExitAllScreensStep();
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[TearDownSteps]
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public void TearDownSteps() => addExitAllScreensStep();
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public virtual void TearDownSteps() => addExitAllScreensStep();
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private void addExitAllScreensStep()
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{
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