GameplayClockContainer.GameplayClock
Removing user triggers `playingUsers.Remove`, but doing so before updating the state leads to `EndGameplay` being called with `State == Playing` rather than `Quit`.
RulesetStore
BeatmapManager
RIP hours.
CollectionManager
ParticipantsList
Mark, document and silence remaining flaky tests on standard CI runs
Fix cross-pollution of server- and client-side multiplayer objects in tests
Add room access type filter to multiplayer lounge screen
As seen at https://teamcity.ppy.sh/buildConfiguration/Osu_Build/1138?hideProblemsFromDependencies=false&hideTestsFromDependencies=false&expandBuildChangesSection=true&expandBuildTestsSection=true.
ManualResetEventSlim.Wait
Timeout values were taken as best-guesses of upper values we'd expect from sane execution.
Disallow multi-spectator player clocks from being started/stopped externally
* Import `osuTK.Input` instead of using full qualified name * Use some more straightforward assertions