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Rename "client" fields in tests to specify whether spectator or multiplayer
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@ -21,8 +21,8 @@ namespace osu.Game.Tests.NonVisual.Multiplayer
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{
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var user = new APIUser { Id = 33 };
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AddRepeatStep("add user multiple times", () => Client.AddUser(user), 3);
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AddAssert("room has 2 users", () => Client.Room?.Users.Count == 2);
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AddRepeatStep("add user multiple times", () => MultiplayerClient.AddUser(user), 3);
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AddAssert("room has 2 users", () => MultiplayerClient.Room?.Users.Count == 2);
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}
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[Test]
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@ -30,11 +30,11 @@ namespace osu.Game.Tests.NonVisual.Multiplayer
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{
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var user = new APIUser { Id = 44 };
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AddStep("add user", () => Client.AddUser(user));
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AddAssert("room has 2 users", () => Client.Room?.Users.Count == 2);
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AddStep("add user", () => MultiplayerClient.AddUser(user));
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AddAssert("room has 2 users", () => MultiplayerClient.Room?.Users.Count == 2);
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AddRepeatStep("remove user multiple times", () => Client.RemoveUser(user), 3);
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AddAssert("room has 1 user", () => Client.Room?.Users.Count == 1);
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AddRepeatStep("remove user multiple times", () => MultiplayerClient.RemoveUser(user), 3);
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AddAssert("room has 1 user", () => MultiplayerClient.Room?.Users.Count == 1);
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}
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[Test]
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@ -42,7 +42,7 @@ namespace osu.Game.Tests.NonVisual.Multiplayer
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{
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int id = 2000;
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AddRepeatStep("add some users", () => Client.AddUser(new APIUser { Id = id++ }), 5);
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AddRepeatStep("add some users", () => MultiplayerClient.AddUser(new APIUser { Id = id++ }), 5);
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checkPlayingUserCount(0);
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changeState(3, MultiplayerUserState.WaitingForLoad);
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@ -57,17 +57,17 @@ namespace osu.Game.Tests.NonVisual.Multiplayer
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changeState(6, MultiplayerUserState.WaitingForLoad);
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checkPlayingUserCount(6);
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AddStep("another user left", () => Client.RemoveUser((Client.Room?.Users.Last().User).AsNonNull()));
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AddStep("another user left", () => MultiplayerClient.RemoveUser((MultiplayerClient.Room?.Users.Last().User).AsNonNull()));
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checkPlayingUserCount(5);
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AddStep("leave room", () => Client.LeaveRoom());
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AddStep("leave room", () => MultiplayerClient.LeaveRoom());
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checkPlayingUserCount(0);
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}
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[Test]
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public void TestPlayingUsersUpdatedOnJoin()
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{
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AddStep("leave room", () => Client.LeaveRoom());
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AddStep("leave room", () => MultiplayerClient.LeaveRoom());
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AddUntilStep("wait for room part", () => !RoomJoined);
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AddStep("create room initially in gameplay", () =>
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@ -76,7 +76,7 @@ namespace osu.Game.Tests.NonVisual.Multiplayer
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newRoom.CopyFrom(SelectedRoom.Value);
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newRoom.RoomID.Value = null;
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Client.RoomSetupAction = room =>
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MultiplayerClient.RoomSetupAction = room =>
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{
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room.State = MultiplayerRoomState.Playing;
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room.Users.Add(new MultiplayerRoomUser(PLAYER_1_ID)
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@ -94,15 +94,15 @@ namespace osu.Game.Tests.NonVisual.Multiplayer
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}
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private void checkPlayingUserCount(int expectedCount)
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=> AddAssert($"{"user".ToQuantity(expectedCount)} playing", () => Client.CurrentMatchPlayingUserIds.Count == expectedCount);
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=> AddAssert($"{"user".ToQuantity(expectedCount)} playing", () => MultiplayerClient.CurrentMatchPlayingUserIds.Count == expectedCount);
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private void changeState(int userCount, MultiplayerUserState state)
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=> AddStep($"{"user".ToQuantity(userCount)} in {state}", () =>
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{
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for (int i = 0; i < userCount; ++i)
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{
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int userId = Client.Room?.Users[i].UserID ?? throw new AssertionException("Room cannot be null!");
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Client.ChangeUserState(userId, state);
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int userId = MultiplayerClient.Room?.Users[i].UserID ?? throw new AssertionException("Room cannot be null!");
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MultiplayerClient.ChangeUserState(userId, state);
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}
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});
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}
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