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split out method for reuse
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@ -138,7 +138,7 @@ namespace osu.Game.Tests.Visual.SongSelect
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{
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createSongSelect();
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changeRuleset(2);
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importForRuleset(0);
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addRulesetImportStep(0);
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AddUntilStep("no selection", () => songSelect.Carousel.SelectedBeatmap == null);
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}
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@ -147,8 +147,8 @@ namespace osu.Game.Tests.Visual.SongSelect
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{
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createSongSelect();
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changeRuleset(2);
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importForRuleset(2);
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importForRuleset(1);
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addRulesetImportStep(2);
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addRulesetImportStep(1);
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AddUntilStep("has selection", () => songSelect.Carousel.SelectedBeatmap.RulesetID == 2);
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changeRuleset(1);
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@ -223,7 +223,7 @@ namespace osu.Game.Tests.Visual.SongSelect
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});
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AddRepeatStep($"Create beatmaps {test_count} times", () =>
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{
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manager.Import(createTestBeatmapSet(getImportId(), rulesets.AvailableRulesets.Where(r => r.ID == 0).ToArray()));
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importForRuleset(0);
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Scheduler.AddDelayed(() =>
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{
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@ -240,15 +240,16 @@ namespace osu.Game.Tests.Visual.SongSelect
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{
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int? previousID = null;
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createSongSelect();
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importForRuleset(0);
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addRulesetImportStep(0);
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AddStep("Move to last difficulty", () => songSelect.Carousel.SelectBeatmap(songSelect.Carousel.BeatmapSets.First().Beatmaps.Last()));
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AddStep("Store current ID", () => previousID = songSelect.Carousel.SelectedBeatmap.ID);
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AddStep("Hide first beatmap", () => manager.Hide(songSelect.Carousel.SelectedBeatmapSet.Beatmaps.First()));
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AddAssert("Selected beatmap has not changed", () => songSelect.Carousel.SelectedBeatmap.ID == previousID);
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}
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private void importForRuleset(int id) => AddStep($"import test map for ruleset {id}",
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() => manager.Import(createTestBeatmapSet(getImportId(), rulesets.AvailableRulesets.Where(r => r.ID == id).ToArray())));
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private void addRulesetImportStep(int id) => AddStep($"import test map for ruleset {id}", () => importForRuleset(id));
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private void importForRuleset(int id) => manager.Import(createTestBeatmapSet(getImportId(), rulesets.AvailableRulesets.Where(r => r.ID == id).ToArray()));
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private static int importId;
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private int getImportId() => ++importId;
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