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Add a few more tests
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@ -12,6 +12,7 @@ using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Online.Spectator;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps.IO;
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@ -224,6 +225,36 @@ namespace osu.Game.Tests.Visual.Multiplayer
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assertMuted(PLAYER_2_ID, true);
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}
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[Test]
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public void TestSpectatingDuringGameplay()
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{
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var players = new[] { PLAYER_1_ID, PLAYER_2_ID };
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start(players);
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sendFrames(players, 300);
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loadSpectateScreen();
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sendFrames(players, 300);
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AddUntilStep("playing from correct point in time", () => this.ChildrenOfType<DrawableRuleset>().All(r => r.FrameStableClock.CurrentTime > 30000));
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}
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[Test]
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public void TestSpectatingDuringGameplayWithLateFrames()
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{
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start(new[] { PLAYER_1_ID, PLAYER_2_ID });
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sendFrames(new[] { PLAYER_1_ID, PLAYER_2_ID }, 300);
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loadSpectateScreen();
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sendFrames(PLAYER_1_ID, 300);
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AddWaitStep("wait maximum start delay seconds", (int)(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
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checkPaused(PLAYER_1_ID, false);
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sendFrames(PLAYER_2_ID, 300);
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AddUntilStep("player 2 playing from correct point in time", () => getPlayer(PLAYER_2_ID).ChildrenOfType<DrawableRuleset>().Single().FrameStableClock.CurrentTime > 30000);
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}
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private void loadSpectateScreen(bool waitForPlayerLoad = true)
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{
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AddStep("load screen", () =>
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