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Better fix for intermittent multiplayer tests
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@ -216,7 +216,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddStep("Press select", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
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AddUntilStep("wait for join", () => roomManager.RoomJoined);
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AddUntilStep("wait for join", () => client.RoomJoined);
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}
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[Test]
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@ -295,7 +295,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddStep("join room", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
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AddUntilStep("wait for join", () => roomManager.RoomJoined);
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AddUntilStep("wait for join", () => client.RoomJoined);
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AddAssert("Check participant count correct", () => client.APIRoom?.ParticipantCount.Value == 1);
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AddAssert("Check participant list contains user", () => client.APIRoom?.RecentParticipants.Count(u => u.Id == API.LocalUser.Value.Id) == 1);
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@ -353,7 +353,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddStep("press join room button", () => passwordEntryPopover.ChildrenOfType<OsuButton>().First().TriggerClick());
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AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
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AddUntilStep("wait for join", () => roomManager.RoomJoined);
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AddUntilStep("wait for join", () => client.RoomJoined);
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}
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[Test]
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@ -646,7 +646,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddStep("join room", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
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AddUntilStep("wait for join", () => roomManager.RoomJoined);
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AddUntilStep("wait for join", () => client.RoomJoined);
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AddAssert("local room has correct settings", () =>
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{
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@ -838,7 +838,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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InputManager.Click(MouseButton.Left);
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});
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AddUntilStep("wait for join", () => roomManager.RoomJoined);
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AddUntilStep("wait for join", () => client.RoomJoined);
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}
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}
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}
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