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Base wait steps duration on the delay used for results display
With `* 2` for safety of not potentially going to the next step and the delegate not executed yet.
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@ -24,6 +24,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Resolved]
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private AudioManager audio { get; set; }
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private int resultsDisplayWaitCount =>
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(int)((Screens.Play.Player.RESULTS_DISPLAY_DELAY / TimePerAction) * 2);
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protected override bool AllowFail => false;
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public TestSceneCompletionCancellation()
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@ -83,7 +86,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep("rewind to cancel", () => track.Seek(4000));
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AddUntilStep("completion cleared by processor", () => !Player.ScoreProcessor.HasCompleted.Value);
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AddWaitStep("wait", 5);
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// wait to ensure there was no attempt of pushing the results screen.
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AddWaitStep("wait", resultsDisplayWaitCount);
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}
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
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@ -37,6 +37,11 @@ namespace osu.Game.Screens.Play
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[Cached]
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public class Player : ScreenWithBeatmapBackground
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{
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/// <summary>
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/// The delay upon completion of the beatmap before displaying the results screen.
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/// </summary>
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public const double RESULTS_DISPLAY_DELAY = 1000.0;
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public override bool AllowBackButton => false; // handled by HoldForMenuButton
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protected override UserActivity InitialActivity => new UserActivity.SoloGame(Beatmap.Value.BeatmapInfo, Ruleset.Value);
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@ -436,7 +441,7 @@ namespace osu.Game.Screens.Play
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if (!showResults) return;
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using (BeginDelayedSequence(1000))
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using (BeginDelayedSequence(RESULTS_DISPLAY_DELAY))
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scheduleGotoRanking();
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}
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