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https://github.com/osukey/osukey.git
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Apply batch fixing of built-in types using var
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@ -32,7 +32,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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{ PLAYER_2_ID, new ManualClock() }
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};
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foreach (var (userId, _) in clocks)
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foreach ((int userId, var _) in clocks)
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{
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SpectatorClient.StartPlay(userId, 0);
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OnlinePlayDependencies.Client.AddUser(new User { Id = userId });
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@ -53,7 +53,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddStep("add clock sources", () =>
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{
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foreach (var (userId, clock) in clocks)
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foreach ((int userId, var clock) in clocks)
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leaderboard.AddClock(userId, clock);
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});
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}
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@ -289,7 +289,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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[Test]
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public void TestSpectatingDuringGameplay()
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{
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var players = new[] { PLAYER_1_ID, PLAYER_2_ID };
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int[] players = new[] { PLAYER_1_ID, PLAYER_2_ID };
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start(players);
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sendFrames(players, 300);
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@ -326,7 +326,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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for (int count = 3; count >= 0; count--)
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{
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var id = PLAYER_1_ID + count;
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int id = PLAYER_1_ID + count;
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end(id);
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AddUntilStep($"{id} area grayed", () => getInstance(id).Colour != Color4.White);
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@ -582,7 +582,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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// Gameplay runs in real-time, so we need to incrementally check if gameplay has finished in order to not time out.
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for (double i = 1000; i < TestResources.QUICK_BEATMAP_LENGTH; i += 1000)
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{
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var time = i;
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double time = i;
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AddUntilStep($"wait for time > {i}", () => this.ChildrenOfType<GameplayClockContainer>().SingleOrDefault()?.GameplayClock.CurrentTime > time);
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}
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@ -55,7 +55,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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var playableBeatmap = Beatmap.Value.GetPlayableBeatmap(Ruleset.Value);
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var multiplayerUsers = new List<MultiplayerRoomUser>();
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foreach (var user in users)
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foreach (int user in users)
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{
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SpectatorClient.StartPlay(user, Beatmap.Value.BeatmapInfo.OnlineBeatmapID ?? 0);
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multiplayerUsers.Add(OnlinePlayDependencies.Client.AddUser(new User { Id = user }, true));
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@ -89,7 +89,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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[Test]
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public void TestUserQuit()
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{
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foreach (var user in users)
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foreach (int user in users)
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AddStep($"mark user {user} quit", () => Client.RemoveUser(LookupCache.GetUserAsync(user).Result.AsNonNull()));
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}
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@ -114,7 +114,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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public void RandomlyUpdateState()
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{
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foreach (var userId in PlayingUsers)
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foreach (int userId in PlayingUsers)
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{
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if (RNG.NextBool())
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continue;
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@ -59,7 +59,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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var playableBeatmap = Beatmap.Value.GetPlayableBeatmap(Ruleset.Value);
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var multiplayerUsers = new List<MultiplayerRoomUser>();
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foreach (var user in users)
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foreach (int user in users)
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{
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SpectatorClient.StartPlay(user, Beatmap.Value.BeatmapInfo.OnlineBeatmapID ?? 0);
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var roomUser = OnlinePlayDependencies.Client.AddUser(new User { Id = user }, true);
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@ -112,7 +112,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddRepeatStep("increment progress", () =>
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{
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var progress = this.ChildrenOfType<ParticipantPanel>().Single().User.BeatmapAvailability.DownloadProgress ?? 0;
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float progress = this.ChildrenOfType<ParticipantPanel>().Single().User.BeatmapAvailability.DownloadProgress ?? 0;
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Client.ChangeBeatmapAvailability(BeatmapAvailability.Downloading(progress + RNG.NextSingle(0.1f)));
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}, 25);
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