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Update tests to work with nested screen
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@ -100,19 +100,18 @@ namespace osu.Game.Tests.Visual.Gameplay
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start();
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AddUntilStep("wait for player loader", () => (Stack.CurrentScreen as PlayerLoader)?.IsLoaded == true);
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AddUntilStep("wait for player loader", () => this.ChildrenOfType<PlayerLoader>().SingleOrDefault()?.IsLoaded == true);
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AddUntilStep("queue send frames on player load", () =>
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{
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var loadingPlayer = (Stack.CurrentScreen as PlayerLoader)?.CurrentPlayer;
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var loadingPlayer = this.ChildrenOfType<PlayerLoader>().SingleOrDefault()?.CurrentPlayer;
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if (loadingPlayer == null)
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return false;
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loadingPlayer.OnLoadComplete += _ =>
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{
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spectatorClient.SendFramesFromUser(streamingUser.Id, 10, gameplay_start);
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};
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return true;
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});
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@ -360,12 +359,12 @@ namespace osu.Game.Tests.Visual.Gameplay
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private OsuFramedReplayInputHandler replayHandler =>
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(OsuFramedReplayInputHandler)Stack.ChildrenOfType<OsuInputManager>().First().ReplayInputHandler;
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private Player player => Stack.CurrentScreen as Player;
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private Player player => this.ChildrenOfType<Player>().Single();
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private double currentFrameStableTime
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=> player.ChildrenOfType<FrameStabilityContainer>().First().CurrentTime;
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private void waitForPlayer() => AddUntilStep("wait for player", () => (Stack.CurrentScreen as Player)?.IsLoaded == true);
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private void waitForPlayer() => AddUntilStep("wait for player", () => this.ChildrenOfType<Player>().SingleOrDefault()?.IsLoaded == true);
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private void start(int? beatmapId = null) => AddStep("start play", () => spectatorClient.SendStartPlay(streamingUser.Id, beatmapId ?? importedBeatmapId));
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