Merge branch 'master' into remove-playlistitem-beatmap

This commit is contained in:
Dean Herbert
2022-02-16 14:24:57 +09:00
61 changed files with 720 additions and 443 deletions

View File

@ -77,7 +77,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
Task.Run(async () =>
{
await Client.ToggleSpectate();
await MultiplayerClient.ToggleSpectate();
readyClickOperation.Dispose();
});
}
@ -93,13 +93,13 @@ namespace osu.Game.Tests.Visual.Multiplayer
Task.Run(async () =>
{
if (Client.IsHost && Client.LocalUser?.State == MultiplayerUserState.Ready)
if (MultiplayerClient.IsHost && MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready)
{
await Client.StartMatch();
await MultiplayerClient.StartMatch();
return;
}
await Client.ToggleReady();
await MultiplayerClient.ToggleReady();
readyClickOperation.Dispose();
});
@ -114,7 +114,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
[TestCase(MultiplayerRoomState.Playing)]
public void TestEnabledWhenRoomOpenOrInGameplay(MultiplayerRoomState roomState)
{
AddStep($"change room to {roomState}", () => Client.ChangeRoomState(roomState));
AddStep($"change room to {roomState}", () => MultiplayerClient.ChangeRoomState(roomState));
assertSpectateButtonEnablement(true);
}
@ -123,16 +123,16 @@ namespace osu.Game.Tests.Visual.Multiplayer
public void TestToggleWhenIdle(MultiplayerUserState initialState)
{
ClickButtonWhenEnabled<MultiplayerSpectateButton>();
AddUntilStep("user is spectating", () => Client.Room?.Users[0].State == MultiplayerUserState.Spectating);
AddUntilStep("user is spectating", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Spectating);
ClickButtonWhenEnabled<MultiplayerSpectateButton>();
AddUntilStep("user is idle", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle);
AddUntilStep("user is idle", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Idle);
}
[TestCase(MultiplayerRoomState.Closed)]
public void TestDisabledWhenClosed(MultiplayerRoomState roomState)
{
AddStep($"change room to {roomState}", () => Client.ChangeRoomState(roomState));
AddStep($"change room to {roomState}", () => MultiplayerClient.ChangeRoomState(roomState));
assertSpectateButtonEnablement(false);
}
@ -146,8 +146,8 @@ namespace osu.Game.Tests.Visual.Multiplayer
[Test]
public void TestReadyButtonEnabledWhenHostAndUsersReady()
{
AddStep("add user", () => Client.AddUser(new APIUser { Id = PLAYER_1_ID }));
AddStep("set user ready", () => Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready));
AddStep("add user", () => MultiplayerClient.AddUser(new APIUser { Id = PLAYER_1_ID }));
AddStep("set user ready", () => MultiplayerClient.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready));
ClickButtonWhenEnabled<MultiplayerSpectateButton>();
assertReadyButtonEnablement(true);
@ -158,11 +158,11 @@ namespace osu.Game.Tests.Visual.Multiplayer
{
AddStep("add user and transfer host", () =>
{
Client.AddUser(new APIUser { Id = PLAYER_1_ID });
Client.TransferHost(PLAYER_1_ID);
MultiplayerClient.AddUser(new APIUser { Id = PLAYER_1_ID });
MultiplayerClient.TransferHost(PLAYER_1_ID);
});
AddStep("set user ready", () => Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready));
AddStep("set user ready", () => MultiplayerClient.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready));
ClickButtonWhenEnabled<MultiplayerSpectateButton>();
assertReadyButtonEnablement(false);