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https://github.com/ppy/osu
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Update test expectations
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@ -18,6 +18,7 @@ using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Storyboards;
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using osuTK;
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@ -62,25 +63,30 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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new HitCircle
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{
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HitWindows = new HitWindows(),
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StartTime = t += spacing,
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Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL) }
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},
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new HitCircle
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{
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HitWindows = new HitWindows(),
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StartTime = t += spacing,
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Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_WHISTLE) }
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},
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new HitCircle
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{
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HitWindows = new HitWindows(),
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StartTime = t += spacing,
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Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT) },
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},
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new HitCircle
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{
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HitWindows = new HitWindows(),
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StartTime = t += spacing,
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},
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new Slider
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{
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HitWindows = new HitWindows(),
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StartTime = t += spacing,
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Path = new SliderPath(PathType.Linear, new[] { Vector2.Zero, Vector2.UnitY * 200 }),
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Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_WHISTLE, HitSampleInfo.BANK_SOFT) },
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@ -131,7 +137,12 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("first object hit", () => getNextAliveObject()?.Entry?.Result?.HasResult == true);
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checkValidObjectIndex(1);
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// next object is too far away, so we still use the already hit object.
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checkValidObjectIndex(0);
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// still too far away.
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seekBeforeIndex(1, 400);
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checkValidObjectIndex(0);
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// Still object 1 as it's not hit yet.
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seekBeforeIndex(1);
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@ -168,9 +179,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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checkValidObjectIndex(4);
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}
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private void seekBeforeIndex(int index)
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private void seekBeforeIndex(int index, double amount = 100)
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{
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AddStep($"seek to just before object {index}", () => Player.GameplayClockContainer.Seek(beatmap.HitObjects[index].StartTime - 100));
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AddStep($"seek to {amount} ms before object {index}", () => Player.GameplayClockContainer.Seek(beatmap.HitObjects[index].StartTime - amount));
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waitForCatchUp();
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}
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