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Ensure there's a buffer after the last hitobject to allow certain replay tests to complete correctly
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@ -226,16 +226,18 @@ namespace osu.Game.Tests.Visual
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public ClockBackedTestWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard, IFrameBasedClock referenceClock, AudioManager audio)
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: base(beatmap, storyboard, audio)
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{
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double lastObjectTime = beatmap.HitObjects.LastOrDefault()?.GetEndTime() ?? 60000;
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var lastHitObject = beatmap.HitObjects.LastOrDefault();
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double trackLength = lastHitObject?.GetEndTime() + 2000 ?? 60000;
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if (referenceClock != null)
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{
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store = new TrackVirtualStore(referenceClock);
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audio.AddItem(store);
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track = store.GetVirtual(lastObjectTime);
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track = store.GetVirtual(trackLength);
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}
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else
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track = audio?.Tracks.GetVirtual(lastObjectTime);
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track = audio?.Tracks.GetVirtual(trackLength);
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}
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~ClockBackedTestWorkingBeatmap()
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