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Update test multiplayer client to match server-side
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@ -431,6 +431,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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Debug.Assert(Room != null);
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// Add the item to the list first in order to compute gameplay order.
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item.ID = long.MaxValue;
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serverSidePlaylist.Add(item);
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await updatePlaylistOrder(Room).ConfigureAwait(false);
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@ -440,11 +441,9 @@ namespace osu.Game.Tests.Visual.Multiplayer
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private async Task updateCurrentItem(MultiplayerRoom room, bool notify = true)
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{
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MultiplayerPlaylistItem nextItem = serverSidePlaylist
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.Where(i => !i.Expired)
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.OrderBy(i => i.PlaylistOrder)
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.FirstOrDefault()
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?? room.Playlist.Last();
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// Pick the next non-expired playlist item by playlist order, or default to the most-recently-expired item.
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MultiplayerPlaylistItem nextItem = serverSidePlaylist.Where(i => !i.Expired).OrderBy(i => i.PlaylistOrder).FirstOrDefault()
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?? serverSidePlaylist.OrderByDescending(i => i.PlayedAt).First();
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currentIndex = serverSidePlaylist.IndexOf(nextItem);
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@ -462,7 +461,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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switch (room.Settings.QueueMode)
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{
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default:
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orderedActiveItems = serverSidePlaylist.Where(item => !item.Expired).OrderBy(item => item.ID == 0 ? int.MaxValue : item.ID).ToList();
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orderedActiveItems = serverSidePlaylist.Where(item => !item.Expired).OrderBy(item => item.ID).ToList();
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break;
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case QueueMode.AllPlayersRoundRobin:
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@ -483,7 +482,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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{
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MultiplayerPlaylistItem candidateItem = unprocessedItems
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.OrderBy(item => perUserCounts[item.OwnerID])
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.ThenBy(item => item.ID == 0 ? int.MaxValue : item.ID)
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.ThenBy(item => item.ID)
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.First();
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unprocessedItems.Remove(candidateItem);
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@ -504,8 +503,9 @@ namespace osu.Game.Tests.Visual.Multiplayer
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item.PlaylistOrder = (ushort)i;
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// Items which have an ID of 0 are not in the database, so avoid propagating database/hub events for them.
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if (item.ID <= 0)
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// Items which have an "infinite" ID are not yet in the database, so avoid propagating database/hub events for them.
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// See addItem() for when this occurs.
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if (item.ID == long.MaxValue)
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continue;
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await ((IMultiplayerClient)this).PlaylistItemChanged(item).ConfigureAwait(false);
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