From 24c6f8fafa0bca62c1e4a8f9fa673f9269c56b73 Mon Sep 17 00:00:00 2001 From: Dan Balasescu Date: Wed, 22 Dec 2021 12:55:37 +0900 Subject: [PATCH] Fix multiplayer test failures when checking for parted room --- .../NonVisual/Multiplayer/StatefulMultiplayerClientTest.cs | 2 +- .../Visual/Multiplayer/TestSceneMultiplayerPlaylist.cs | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/osu.Game.Tests/NonVisual/Multiplayer/StatefulMultiplayerClientTest.cs b/osu.Game.Tests/NonVisual/Multiplayer/StatefulMultiplayerClientTest.cs index bc0041e2c2..0c49a18c8f 100644 --- a/osu.Game.Tests/NonVisual/Multiplayer/StatefulMultiplayerClientTest.cs +++ b/osu.Game.Tests/NonVisual/Multiplayer/StatefulMultiplayerClientTest.cs @@ -68,7 +68,7 @@ namespace osu.Game.Tests.NonVisual.Multiplayer public void TestPlayingUsersUpdatedOnJoin() { AddStep("leave room", () => Client.LeaveRoom()); - AddUntilStep("wait for room part", () => Client.Room == null); + AddUntilStep("wait for room part", () => !RoomJoined); AddStep("create room initially in gameplay", () => { diff --git a/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiplayerPlaylist.cs b/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiplayerPlaylist.cs index 674ee0f186..7760661232 100644 --- a/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiplayerPlaylist.cs +++ b/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiplayerPlaylist.cs @@ -121,7 +121,7 @@ namespace osu.Game.Tests.Visual.Multiplayer AddStep("finish current item", () => Client.FinishCurrentItem()); AddStep("leave room", () => RoomManager.PartRoom()); - AddUntilStep("wait for room part", () => Client.Room == null); + AddUntilStep("wait for room part", () => !RoomJoined); AddUntilStep("item 0 not in lists", () => !inHistoryList(0) && !inQueueList(0)); AddUntilStep("item 1 not in lists", () => !inHistoryList(0) && !inQueueList(0)); @@ -132,7 +132,7 @@ namespace osu.Game.Tests.Visual.Multiplayer public void TestJoinRoomWithMixedItemsAddedInCorrectLists() { AddStep("leave room", () => RoomManager.PartRoom()); - AddUntilStep("wait for room part", () => Client.Room == null); + AddUntilStep("wait for room part", () => !RoomJoined); AddStep("join room with items", () => {