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Add test covering initial state propagation
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@ -22,16 +22,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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public class TestSceneMultiplayerParticipantsList : MultiplayerTestScene
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public class TestSceneMultiplayerParticipantsList : MultiplayerTestScene
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{
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{
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[SetUp]
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[SetUp]
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public new void Setup() => Schedule(() =>
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public new void Setup() => Schedule(createNewParticipantsList);
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{
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Child = new ParticipantsList
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Y,
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Size = new Vector2(380, 0.7f)
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};
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});
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[Test]
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[Test]
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public void TestAddUser()
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public void TestAddUser()
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@ -92,6 +83,14 @@ namespace osu.Game.Tests.Visual.Multiplayer
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checkProgressBarVisibility(true);
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checkProgressBarVisibility(true);
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}
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}
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[Test]
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public void TestCorrectInitialState()
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{
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AddStep("set to downloading map", () => Client.ChangeBeatmapAvailability(BeatmapAvailability.Downloading(0)));
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AddStep("recreate list", createNewParticipantsList);
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checkProgressBarVisibility(true);
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}
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[Test]
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[Test]
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public void TestBeatmapDownloadingStates()
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public void TestBeatmapDownloadingStates()
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{
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{
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@ -212,6 +211,11 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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}
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}
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}
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private void createNewParticipantsList()
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{
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Child = new ParticipantsList { Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Y, Size = new Vector2(380, 0.7f) };
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}
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private void checkProgressBarVisibility(bool visible) =>
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private void checkProgressBarVisibility(bool visible) =>
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AddUntilStep($"progress bar {(visible ? "is" : "is not")}visible", () =>
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AddUntilStep($"progress bar {(visible ? "is" : "is not")}visible", () =>
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this.ChildrenOfType<ProgressBar>().Single().IsPresent == visible);
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this.ChildrenOfType<ProgressBar>().Single().IsPresent == visible);
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