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merge #9
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… propagate immediately
Fix song select potentially displaying BPM range with equal min/max values
`TestSceneBeatmapSkinFallbacks` was locally caching a `GameplayState` instance to fulfill dependencies of a `SkinnableTargetComponentsContainer`. However, it was doing so using `new TestBeatmap()`, which is a raw decoded beatmap that hasn't been converted to any ruleset yet, which was causing failures in `BeatmapDifficultyCache.GetTimedDifficultyAttributesAsync()` as that method is expecting to receive a post-conversion, ready-for-gameplay beatmap. Resolve by proxying forward dependency instances from the already-known-to-be-working `actualComponentsContainer`.
Manual attempts to initialise replaced by a new `TestGameplayState` helper for ease of use.
Fix unobserved exceptions in multiple tests due to constructing `GameplayState` instances with unconverted beatmaps
Fix potential `ObjectDisposedException` on realm notification in `SkinSection`
Fix multiple intermittent failures in chat overlay tests
Fix wrong sizing of editor timeline ticks
``` TearDown : osu.Framework.Testing.Drawables.Steps.AssertButton+TracedException : Channel 1 ready --TearDown at osu.Framework.Threading.ScheduledDelegate.RunTaskInternal() at osu.Framework.Threading.Scheduler.Update() at osu.Framework.Graphics.Drawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree() at osu.Framework.Platform.GameHost.UpdateFrame() at osu.Framework.Threading.GameThread.processFrame() at osu.Framework.Threading.GameThread.RunSingleFrame() at osu.Framework.Threading.GameThread.<createThread>g__runWork|66_0() at System.Threading.Thread.StartHelper.Callback(Object state) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) ----- One or more child tests had errors Exception doesn't have a stacktrace [runtime] 2022-05-29 19:29:09 [verbose]: 💨 Class: TestSceneChatOverlayV2 [runtime] 2022-05-29 19:29:09 [verbose]: 🔶 Test: TestSlowLoadingChannel [runtime] 2022-05-29 19:29:09 [verbose]: Chat is now polling every 60000 ms [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #1 Setup request handler [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #2 Add test channels [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #3 Show overlay (slow-loading) [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #4 Join channel 1 [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #5 Select channel 1 [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #6 Channel 1 loading [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #7 Join channel 2 [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #8 Select channel 2 [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #9 Channel 2 loading [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #10 Finish channel 1 load [runtime] 2022-05-29 19:29:09 [verbose]: 🔸 Step #11 Channel 1 ready [runtime] 2022-05-29 19:29:09 [verbose]: 💥 Failed [runtime] 2022-05-29 19:29:09 [verbose]: ⏳ Currently loading components (2) [runtime] 2022-05-29 19:29:09 [verbose]: TestSceneChatOverlayV2+SlowLoadingDrawableChannel [runtime] 2022-05-29 19:29:09 [verbose]: - thread: ThreadedTaskScheduler (LoadComponentsAsync (standard)) [runtime] 2022-05-29 19:29:09 [verbose]: - state: Loading [runtime] 2022-05-29 19:29:09 [verbose]: TestSceneChatOverlayV2+SlowLoadingDrawableChannel [runtime] 2022-05-29 19:29:09 [verbose]: - thread: ThreadedTaskScheduler (LoadComponentsAsync (standard)) [runtime] 2022-05-29 19:29:09 [verbose]: - state: Ready [runtime] 2022-05-29 19:29:09 [verbose]: 🧵 Task schedulers [runtime] 2022-05-29 19:29:09 [verbose]: LoadComponentsAsync (standard) concurrency:4 running:1 pending:0 [runtime] 2022-05-29 19:29:09 [verbose]: LoadComponentsAsync (long load) concurrency:4 running:0 pending:0 [runtime] 2022-05-29 19:29:09 [verbose]: 🎱 Thread pool [runtime] 2022-05-29 19:29:09 [verbose]: worker: min 32 max 32,767 available 32,765 [runtime] 2022-05-29 19:29:09 [verbose]: completion: min 32 max 1,000 available 1,000 ```
Fix some more chat tests failing intermittently
Remove old chat overlay components
Fix context menu no longer opening for hitobjects in timeline
Display Announce type channels separately in new chat overlay
Remove "V2" suffix from `ChatOverlay` components
Add search bar for the `CurrentlyPlayingDisplay`
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