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Fix multiplayer test failures when checking for parted room
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parent
7bc5079485
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@ -68,7 +68,7 @@ namespace osu.Game.Tests.NonVisual.Multiplayer
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public void TestPlayingUsersUpdatedOnJoin()
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{
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AddStep("leave room", () => Client.LeaveRoom());
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AddUntilStep("wait for room part", () => Client.Room == null);
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AddUntilStep("wait for room part", () => !RoomJoined);
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AddStep("create room initially in gameplay", () =>
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{
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@ -121,7 +121,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddStep("finish current item", () => Client.FinishCurrentItem());
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AddStep("leave room", () => RoomManager.PartRoom());
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AddUntilStep("wait for room part", () => Client.Room == null);
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AddUntilStep("wait for room part", () => !RoomJoined);
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AddUntilStep("item 0 not in lists", () => !inHistoryList(0) && !inQueueList(0));
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AddUntilStep("item 1 not in lists", () => !inHistoryList(0) && !inQueueList(0));
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@ -132,7 +132,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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public void TestJoinRoomWithMixedItemsAddedInCorrectLists()
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{
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AddStep("leave room", () => RoomManager.PartRoom());
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AddUntilStep("wait for room part", () => Client.Room == null);
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AddUntilStep("wait for room part", () => !RoomJoined);
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AddStep("join room with items", () =>
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{
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