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Make tests a bit more resilient
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@ -199,8 +199,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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// Player 2 should catch up to player 1 after unpausing.
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AddUntilStep("player 2 not catching up", () => !getInstance(56).IsCatchingUp);
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AddAssert("player 1 time == player 2 time", () => Math.Abs(getGameplayOffset(55, 56)) <= 2 * PlayerInstance.SYNC_TARGET);
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AddWaitStep("wait a bit", 5);
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AddWaitStep("wait a bit", 10);
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}
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private void loadSpectateScreen()
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@ -30,7 +30,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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private readonly PlayerInstance[] instances;
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private PlayerGrid grid;
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private MultiplayerSpectatorLeaderboard leaderboard;
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private double? loadStartTime;
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private double? loadFinishTime;
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public MultiplayerSpectator(int[] userIds)
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: base(userIds.AsSpan().Slice(0, Math.Min(16, userIds.Length)).ToArray())
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@ -76,7 +76,8 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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{
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base.UpdateAfterChildren();
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loadStartTime ??= Time.Current;
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if (AllPlayersLoaded)
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loadFinishTime ??= Time.Current;
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updateGameplayPlayingState();
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}
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@ -88,7 +89,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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// All players have frames...
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instances.All(i => i.Score.Replay.Frames.Count > 0)
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// Or any player has frames and the maximum start delay has been exceeded.
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|| (Time.Current - loadStartTime > maximum_start_delay
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|| (Time.Current - loadFinishTime > maximum_start_delay
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&& instances.Any(i => i.Score.Replay.Frames.Count > 0))
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);
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