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Add failing test coverage of player not pausing track correctly
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@ -11,6 +11,7 @@ using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.OnlinePlay.Multiplayer;
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using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual.Multiplayer
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{
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@ -28,6 +29,11 @@ namespace osu.Game.Tests.Visual.Multiplayer
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Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
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});
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AddStep("Start track playing", () =>
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{
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Beatmap.Value.Track.Start();
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});
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AddStep("initialise gameplay", () =>
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{
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Stack.Push(player = new MultiplayerPlayer(MultiplayerClient.ServerAPIRoom, new PlaylistItem(Beatmap.Value.BeatmapInfo)
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@ -37,7 +43,14 @@ namespace osu.Game.Tests.Visual.Multiplayer
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});
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AddUntilStep("wait for player to be current", () => player.IsCurrentScreen() && player.IsLoaded);
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AddAssert("gameplay clock is paused", () => player.ChildrenOfType<GameplayClockContainer>().Single().IsPaused.Value);
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AddAssert("gameplay clock is not running", () => !player.ChildrenOfType<GameplayClockContainer>().Single().IsRunning);
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AddStep("start gameplay", () => ((IMultiplayerClient)MultiplayerClient).GameplayStarted());
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AddUntilStep("gameplay clock is not paused", () => !player.ChildrenOfType<GameplayClockContainer>().Single().IsPaused.Value);
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AddAssert("gameplay clock is running", () => player.ChildrenOfType<GameplayClockContainer>().Single().IsRunning);
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}
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[Test]
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