Replace usages of Wait with WaitSafely

This commit is contained in:
Dean Herbert
2022-01-03 17:02:15 +09:00
parent d4ea57c660
commit 031a40af6a
28 changed files with 76 additions and 50 deletions

View File

@ -11,6 +11,7 @@ using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions;
using osu.Game.Beatmaps;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests.Responses;
@ -77,7 +78,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
private void addUser(MultiplayerRoomUser user)
{
((IMultiplayerClient)this).UserJoined(user).Wait();
((IMultiplayerClient)this).UserJoined(user).WaitSafely();
// We want the user to be immediately available for testing, so force a scheduler update to run the update-bound continuation.
Scheduler.Update();
@ -93,7 +94,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
.Select(team => (teamID: team.ID, userCount: Room.Users.Count(u => (u.MatchState as TeamVersusUserState)?.TeamID == team.ID)))
.OrderBy(pair => pair.userCount)
.First().teamID;
((IMultiplayerClient)this).MatchUserStateChanged(user.UserID, new TeamVersusUserState { TeamID = bestTeam }).Wait();
((IMultiplayerClient)this).MatchUserStateChanged(user.UserID, new TeamVersusUserState { TeamID = bestTeam }).WaitSafely();
break;
}
}
@ -156,7 +157,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
ChangeRoomState(MultiplayerRoomState.Open);
((IMultiplayerClient)this).ResultsReady();
FinishCurrentItem().Wait();
FinishCurrentItem().WaitSafely();
}
break;
@ -216,7 +217,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
Debug.Assert(Room != null);
// emulate the server sending this after the join room. scheduler required to make sure the join room event is fired first (in Join).
changeMatchType(Room.Settings.MatchType).Wait();
changeMatchType(Room.Settings.MatchType).WaitSafely();
RoomJoined = true;
}