Fix a few more multiplayer test timeouts

These can be tested by adding a `Task.Delay(3000);` at the end of the
`MultiplayerClient.JoinRoom` task. The reason is typically that
`Client.Room` becomes not-null but the join task still hasn't completed
yet, so e.g. the ready button is still disabled.
This commit is contained in:
Dan Balasescu
2021-11-23 16:04:11 +09:00
parent 7906ae2b1d
commit 69a9fc9732
9 changed files with 44 additions and 13 deletions

View File

@ -1,6 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using osu.Game.Online.Rooms;
using osu.Game.Screens.OnlinePlay.Components;
@ -15,6 +16,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
/// </summary>
public class TestMultiplayerRoomManager : MultiplayerRoomManager
{
public bool RoomJoined { get; private set; }
private readonly TestRoomRequestsHandler requestsHandler;
public TestMultiplayerRoomManager(TestRoomRequestsHandler requestsHandler)
@ -24,6 +27,30 @@ namespace osu.Game.Tests.Visual.Multiplayer
public IReadOnlyList<Room> ServerSideRooms => requestsHandler.ServerSideRooms;
public override void CreateRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null)
{
base.CreateRoom(room, r =>
{
onSuccess?.Invoke(r);
RoomJoined = true;
}, onError);
}
public override void JoinRoom(Room room, string password = null, Action<Room> onSuccess = null, Action<string> onError = null)
{
base.JoinRoom(room, password, r =>
{
onSuccess?.Invoke(r);
RoomJoined = true;
}, onError);
}
public override void PartRoom()
{
base.PartRoom();
RoomJoined = false;
}
/// <summary>
/// Adds a room to a local "server-side" list that's returned when a <see cref="GetRoomsRequest"/> is fired.
/// </summary>