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Centralise all multiplayer button clicking test logic
This adds the "wait for enabled" check in a way that can be easily reused, as it keeps getting missed in test implementations. This particular commit hopefully fixes https://github.com/ppy/osu/runs/4583845033?check_suite_focus=true.
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@ -463,11 +463,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
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AddStep("click spectate button", () =>
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{
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InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerSpectateButton>().Single());
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InputManager.Click(MouseButton.Left);
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});
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ClickButtonWhenEnabled<MultiplayerSpectateButton>();
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AddUntilStep("wait for spectating user state", () => client.LocalUser?.State == MultiplayerUserState.Spectating);
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@ -501,11 +497,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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client.ChangeUserState(MultiplayerTestScene.PLAYER_1_ID, MultiplayerUserState.Ready);
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});
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AddStep("click spectate button", () =>
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{
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InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerSpectateButton>().Single());
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InputManager.Click(MouseButton.Left);
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});
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ClickButtonWhenEnabled<MultiplayerSpectateButton>();
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AddUntilStep("wait for spectating user state", () => client.LocalUser?.State == MultiplayerUserState.Spectating);
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@ -832,11 +824,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
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AddWaitStep("wait for transition", 2);
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AddStep("create room", () =>
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{
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InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>().Single());
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InputManager.Click(MouseButton.Left);
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});
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ClickButtonWhenEnabled<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>();
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AddUntilStep("wait for join", () => client.RoomJoined);
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}
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