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Add more accurate fail scenario test logic
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@ -94,7 +94,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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start();
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waitForPlayer();
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AddUntilStep("game is paused", () => player.ChildrenOfType<DrawableRuleset>().First().IsPaused.Value);
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checkPaused(true);
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sendFrames();
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@ -134,8 +134,13 @@ namespace osu.Game.Tests.Visual.Gameplay
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loadSpectatingScreen();
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start();
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sendFrames();
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waitForPlayer();
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checkPaused(true);
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finish();
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checkPaused(false);
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// TODO: should replay until running out of frames then fail
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}
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@ -168,8 +173,10 @@ namespace osu.Game.Tests.Visual.Gameplay
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private void start(int? beatmapId = null) => AddStep("start play", () => testSpectatorStreamingClient.StartPlay(beatmapId ?? importedBeatmapId));
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private void finish(int? beatmapId = null) => AddStep("end play", () => testSpectatorStreamingClient.EndPlay(beatmapId ?? importedBeatmapId));
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private void checkPaused(bool state) =>
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AddAssert($"game is {(state ? "paused" : "playing")}", () => player.ChildrenOfType<DrawableRuleset>().First().IsPaused.Value == state);
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AddUntilStep($"game is {(state ? "paused" : "playing")}", () => player.ChildrenOfType<DrawableRuleset>().First().IsPaused.Value == state);
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private void sendFrames(int count = 10)
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{
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