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Add failing test coverage of saving failed replay causing progression to results
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@ -13,6 +13,7 @@ using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu;
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@ -106,6 +107,26 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
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AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
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}
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}
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[Test]
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public void TestSaveFailedReplayWithStoryboardEndedDoesNotProgress()
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{
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CreateTest(() =>
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{
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AddStep("fail on first judgement", () => currentFailConditions = (_, _) => true);
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AddStep("set storyboard duration to 0s", () => currentStoryboardDuration = 0);
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});
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
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AddUntilStep("wait for button clickable", () => Player.ChildrenOfType<SaveFailedScoreButton>().First().ChildrenOfType<OsuClickableContainer>().First().Enabled.Value);
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AddStep("click save button", () => Player.ChildrenOfType<SaveFailedScoreButton>().First().ChildrenOfType<OsuClickableContainer>().First().TriggerClick());
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// Test a regression where importing the fail replay would cause progression to results screen in a failed state.
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AddWaitStep("wait some", 10);
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AddAssert("player is still current screen", () => Player.IsCurrentScreen());
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}
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[Test]
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[Test]
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public void TestShowResultsFalse()
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public void TestShowResultsFalse()
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{
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{
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