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Ensure variable isolation over multiple test runs
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@ -308,6 +308,8 @@ namespace osu.Game.Rulesets.Osu.Tests
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private bool assertMidSliderJudgementFail() => judgementResults[judgementResults.Count - 2].Type == HitResult.Miss;
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private bool assertMidSliderJudgementFail() => judgementResults[judgementResults.Count - 2].Type == HitResult.Miss;
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private ScoreAccessibleReplayPlayer currentPlayer;
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private void performTest(List<ReplayFrame> frames)
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private void performTest(List<ReplayFrame> frames)
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{
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{
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// Empty frame to be added as a workaround for first frame behavior.
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// Empty frame to be added as a workaround for first frame behavior.
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@ -324,17 +326,23 @@ namespace osu.Game.Rulesets.Osu.Tests
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p.OnLoadComplete += _ =>
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p.OnLoadComplete += _ =>
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{
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{
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p.ScoreProcessor.NewJudgement += result => judgementResults.Add(result);
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p.ScoreProcessor.NewJudgement += result =>
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p.ScoreProcessor.AllJudged += () => { allJudgedFired = true; };
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{
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if (currentPlayer == p) judgementResults.Add(result);
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};
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p.ScoreProcessor.AllJudged += () =>
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{
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if (currentPlayer == p) allJudgedFired = true;
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};
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};
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};
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AddStep("load player", () => LoadScreen(p));
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AddStep("load player", () =>
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AddUntilStep(() => p.IsLoaded, "Wait until player is loaded");
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AddStep("reset counts", () =>
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{
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{
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LoadScreen(currentPlayer = p);
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allJudgedFired = false;
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allJudgedFired = false;
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judgementResults = new List<JudgementResult>();
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judgementResults = new List<JudgementResult>();
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});
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});
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AddUntilStep(() => p.IsLoaded, "Wait until player is loaded");
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AddUntilStep(() => allJudgedFired, "Wait for all judged");
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AddUntilStep(() => allJudgedFired, "Wait for all judged");
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}
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}
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