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Add circle gameplay test coverage
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@ -24,6 +24,12 @@ namespace osu.Game.Tests.Visual.Settings
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AddUntilStep("wait for load", () => latencyCertifier.IsLoaded);
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}
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[Test]
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public void TestCircleGameplay()
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{
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AddStep("set visual mode to circles", () => latencyCertifier.VisualMode.Value = LatencyVisualMode.CircleGameplay);
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}
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[Test]
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public void TestCertification()
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{
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@ -63,7 +63,7 @@ namespace osu.Game.Screens.Utility
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[Resolved]
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private FrameworkConfigManager config { get; set; } = null!;
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private readonly Bindable<LatencyVisualMode> visualMode = new Bindable<LatencyVisualMode>();
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public readonly Bindable<LatencyVisualMode> VisualMode = new Bindable<LatencyVisualMode>();
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private const int rounds_to_complete = 5;
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@ -187,7 +187,7 @@ Do whatever you need to try and perceive the difference in latency, then choose
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switch (e.Key)
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{
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case Key.Space:
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visualMode.Value = (LatencyVisualMode)(((int)visualMode.Value + 1) % 3);
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VisualMode.Value = (LatencyVisualMode)(((int)VisualMode.Value + 1) % 3);
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return true;
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case Key.Tab:
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@ -396,14 +396,14 @@ Do whatever you need to try and perceive the difference in latency, then choose
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new LatencyArea(Key.Number1, betterSide == 1 ? mapDifficultyToTargetFrameRate(DifficultyLevel) : (int?)null)
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{
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Width = 0.5f,
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VisualMode = { BindTarget = visualMode },
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VisualMode = { BindTarget = VisualMode },
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IsActiveArea = { Value = true },
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ReportUserBest = () => recordResult(betterSide == 0),
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},
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new LatencyArea(Key.Number2, betterSide == 0 ? mapDifficultyToTargetFrameRate(DifficultyLevel) : (int?)null)
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{
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Width = 0.5f,
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VisualMode = { BindTarget = visualMode },
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VisualMode = { BindTarget = VisualMode },
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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ReportUserBest = () => recordResult(betterSide == 1)
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