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Rename "client" fields in tests to specify whether spectator or multiplayer
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@ -78,7 +78,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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Task.Run(async () =>
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{
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await Client.ToggleSpectate();
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await MultiplayerClient.ToggleSpectate();
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readyClickOperation.Dispose();
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});
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}
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@ -94,13 +94,13 @@ namespace osu.Game.Tests.Visual.Multiplayer
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Task.Run(async () =>
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{
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if (Client.IsHost && Client.LocalUser?.State == MultiplayerUserState.Ready)
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if (MultiplayerClient.IsHost && MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready)
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{
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await Client.StartMatch();
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await MultiplayerClient.StartMatch();
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return;
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}
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await Client.ToggleReady();
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await MultiplayerClient.ToggleReady();
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readyClickOperation.Dispose();
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});
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@ -115,7 +115,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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[TestCase(MultiplayerRoomState.Playing)]
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public void TestEnabledWhenRoomOpenOrInGameplay(MultiplayerRoomState roomState)
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{
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AddStep($"change room to {roomState}", () => Client.ChangeRoomState(roomState));
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AddStep($"change room to {roomState}", () => MultiplayerClient.ChangeRoomState(roomState));
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assertSpectateButtonEnablement(true);
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}
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@ -124,16 +124,16 @@ namespace osu.Game.Tests.Visual.Multiplayer
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public void TestToggleWhenIdle(MultiplayerUserState initialState)
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{
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ClickButtonWhenEnabled<MultiplayerSpectateButton>();
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AddUntilStep("user is spectating", () => Client.Room?.Users[0].State == MultiplayerUserState.Spectating);
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AddUntilStep("user is spectating", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Spectating);
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ClickButtonWhenEnabled<MultiplayerSpectateButton>();
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AddUntilStep("user is idle", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle);
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AddUntilStep("user is idle", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Idle);
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}
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[TestCase(MultiplayerRoomState.Closed)]
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public void TestDisabledWhenClosed(MultiplayerRoomState roomState)
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{
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AddStep($"change room to {roomState}", () => Client.ChangeRoomState(roomState));
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AddStep($"change room to {roomState}", () => MultiplayerClient.ChangeRoomState(roomState));
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assertSpectateButtonEnablement(false);
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}
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@ -147,8 +147,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
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[Test]
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public void TestReadyButtonEnabledWhenHostAndUsersReady()
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{
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AddStep("add user", () => Client.AddUser(new APIUser { Id = PLAYER_1_ID }));
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AddStep("set user ready", () => Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready));
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AddStep("add user", () => MultiplayerClient.AddUser(new APIUser { Id = PLAYER_1_ID }));
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AddStep("set user ready", () => MultiplayerClient.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready));
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ClickButtonWhenEnabled<MultiplayerSpectateButton>();
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assertReadyButtonEnablement(true);
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@ -159,11 +159,11 @@ namespace osu.Game.Tests.Visual.Multiplayer
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{
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AddStep("add user and transfer host", () =>
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{
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Client.AddUser(new APIUser { Id = PLAYER_1_ID });
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Client.TransferHost(PLAYER_1_ID);
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MultiplayerClient.AddUser(new APIUser { Id = PLAYER_1_ID });
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MultiplayerClient.TransferHost(PLAYER_1_ID);
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});
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AddStep("set user ready", () => Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready));
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AddStep("set user ready", () => MultiplayerClient.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready));
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ClickButtonWhenEnabled<MultiplayerSpectateButton>();
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assertReadyButtonEnablement(false);
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