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Fix test scene crashing on second run of SetUp
Also correctly support LongRunningLoad
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@ -9,6 +9,8 @@ using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Database;
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using osu.Game.Online.Spectator;
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@ -29,31 +31,48 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached(typeof(UserLookupCache))]
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private UserLookupCache lookupCache = new TestSceneCurrentlyPlayingDisplay.TestUserLookupCache();
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[SetUp]
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public void SetUp() => Schedule(() =>
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private MultiplayerGameplayLeaderboard leaderboard;
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protected override Container<Drawable> Content { get; } = new Container { RelativeSizeAxes = Axes.Both };
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public TestSceneMultiplayerGameplayLeaderboard()
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{
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OsuScoreProcessor scoreProcessor;
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streamingClient.Start(Beatmap.Value.BeatmapInfo.OnlineBeatmapID ?? 0);
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Children = new Drawable[]
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base.Content.Children = new Drawable[]
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{
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streamingClient,
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lookupCache,
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scoreProcessor = new OsuScoreProcessor(),
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new MultiplayerGameplayLeaderboard(scoreProcessor, streamingClient.PlayingUsers.ToArray())
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Content
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};
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}
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("create leaderboard", () =>
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{
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OsuScoreProcessor scoreProcessor;
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Beatmap.Value = CreateWorkingBeatmap(Ruleset.Value);
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var playable = Beatmap.Value.GetPlayableBeatmap(Ruleset.Value);
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streamingClient.Start(Beatmap.Value.BeatmapInfo.OnlineBeatmapID ?? 0);
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Children = new Drawable[]
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{
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scoreProcessor = new OsuScoreProcessor(),
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};
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scoreProcessor.ApplyBeatmap(playable);
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LoadComponentAsync(leaderboard = new MultiplayerGameplayLeaderboard(scoreProcessor, streamingClient.PlayingUsers.ToArray())
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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}
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};
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}, Add);
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});
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Beatmap.Value = CreateWorkingBeatmap(Ruleset.Value);
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var playable = Beatmap.Value.GetPlayableBeatmap(Ruleset.Value);
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scoreProcessor.ApplyBeatmap(playable);
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});
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AddUntilStep("wait for load", () => leaderboard.IsLoaded);
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}
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[Test]
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public void TestScoreUpdates()
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