Update various tests to enable NRT to avoid new inspection failures

This commit is contained in:
Dean Herbert
2022-07-07 17:51:49 +09:00
parent 7ef03dd2cb
commit dd5b127fb5
6 changed files with 44 additions and 53 deletions

View File

@ -1,8 +1,6 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using System.Diagnostics;
using System.Linq;
@ -51,17 +49,17 @@ namespace osu.Game.Tests.Visual.Multiplayer
{
public class TestSceneMultiplayer : ScreenTestScene
{
private BeatmapManager beatmaps;
private RulesetStore rulesets;
private BeatmapSetInfo importedSet;
private BeatmapManager beatmaps = null!;
private RulesetStore rulesets = null!;
private BeatmapSetInfo importedSet = null!;
private TestMultiplayerComponents multiplayerComponents;
private TestMultiplayerComponents multiplayerComponents = null!;
private TestMultiplayerClient multiplayerClient => multiplayerComponents.MultiplayerClient;
private TestMultiplayerRoomManager roomManager => multiplayerComponents.RoomManager;
[Resolved]
private OsuConfigManager config { get; set; }
private OsuConfigManager config { get; set; } = null!;
[BackgroundDependencyLoader]
private void load(GameHost host, AudioManager audio)
@ -146,7 +144,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
private void removeLastUser()
{
APIUser lastUser = multiplayerClient.ServerRoom?.Users.Last().User;
APIUser? lastUser = multiplayerClient.ServerRoom?.Users.Last().User;
if (lastUser == null || lastUser == multiplayerClient.LocalUser?.User)
return;
@ -156,7 +154,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
private void kickLastUser()
{
APIUser lastUser = multiplayerClient.ServerRoom?.Users.Last().User;
APIUser? lastUser = multiplayerClient.ServerRoom?.Users.Last().User;
if (lastUser == null || lastUser == multiplayerClient.LocalUser?.User)
return;
@ -351,7 +349,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
AddStep("select room", () => InputManager.Key(Key.Down));
AddStep("join room", () => InputManager.Key(Key.Enter));
DrawableLoungeRoom.PasswordEntryPopover passwordEntryPopover = null;
DrawableLoungeRoom.PasswordEntryPopover? passwordEntryPopover = null;
AddUntilStep("password prompt appeared", () => (passwordEntryPopover = InputManager.ChildrenOfType<DrawableLoungeRoom.PasswordEntryPopover>().FirstOrDefault()) != null);
AddStep("enter password in text box", () => passwordEntryPopover.ChildrenOfType<TextBox>().First().Text = "password");
AddStep("press join room button", () => passwordEntryPopover.ChildrenOfType<OsuButton>().First().TriggerClick());
@ -678,7 +676,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
[Test]
public void TestGameplayExitFlow()
{
Bindable<double> holdDelay = null;
Bindable<double>? holdDelay = null;
AddStep("Set hold delay to zero", () =>
{
@ -709,7 +707,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
AddUntilStep("wait for lounge", () => multiplayerComponents.CurrentScreen is Screens.OnlinePlay.Multiplayer.Multiplayer);
AddStep("stop holding", () => InputManager.ReleaseKey(Key.Escape));
AddStep("set hold delay to default", () => holdDelay.SetDefault());
AddStep("set hold delay to default", () => holdDelay?.SetDefault());
}
[Test]
@ -992,7 +990,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
AddUntilStep("wait for ready button to be enabled", () => readyButton.Enabled.Value);
MultiplayerUserState lastState = MultiplayerUserState.Idle;
MultiplayerRoomUser user = null;
MultiplayerRoomUser? user = null;
AddStep("click ready button", () =>
{