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Make TestCasePlayer more usable
No results screen crash, no unnecessary leadin time.
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@ -46,6 +46,8 @@ namespace osu.Game.Screens.Play
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public bool HasFailed { get; private set; }
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public bool AllowPause { get; set; } = true;
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public bool AllowLeadIn { get; set; } = true;
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public bool AllowResults { get; set; } = true;
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public int RestartCount;
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@ -136,7 +138,10 @@ namespace osu.Game.Screens.Play
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decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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var firstObjectTime = RulesetContainer.Objects.First().StartTime;
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decoupledClock.Seek(Math.Min(0, firstObjectTime - Math.Max(beatmap.ControlPointInfo.TimingPointAt(firstObjectTime).BeatLength * 4, beatmap.BeatmapInfo.AudioLeadIn)));
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decoupledClock.Seek(AllowLeadIn
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? Math.Min(0, firstObjectTime - Math.Max(beatmap.ControlPointInfo.TimingPointAt(firstObjectTime).BeatLength * 4, beatmap.BeatmapInfo.AudioLeadIn))
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: firstObjectTime);
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decoupledClock.ProcessFrame();
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offsetClock = new FramedOffsetClock(decoupledClock);
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@ -273,6 +278,8 @@ namespace osu.Game.Screens.Play
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ValidForResume = false;
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if (!AllowResults) return;
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using (BeginDelayedSequence(1000))
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{
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onCompletionEvent = Schedule(delegate
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@ -91,7 +91,9 @@ namespace osu.Game.Tests.Visual
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protected virtual Player CreatePlayer(WorkingBeatmap beatmap, Ruleset ruleset) => new Player
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{
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InitialBeatmap = beatmap,
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AllowPause = false
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AllowPause = false,
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AllowLeadIn = false,
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AllowResults = false,
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};
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private const string test_beatmap_data =
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