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https://github.com/osukey/osukey.git
synced 2025-08-05 07:33:55 +09:00
Unify namings across the board
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@ -157,7 +157,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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checkPaused(true);
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sendFrames();
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finish(SpectatingUserState.Failed);
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finish(SpectatedUserState.Failed);
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checkPaused(false); // Should continue playing until out of frames
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checkPaused(true); // And eventually stop after running out of frames and fail.
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@ -244,7 +244,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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start();
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sendFrames();
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waitForPlayer();
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AddUntilStep("state is playing", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Playing);
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AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
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}
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[Test]
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@ -256,13 +256,13 @@ namespace osu.Game.Tests.Visual.Gameplay
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sendFrames();
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waitForPlayer();
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AddStep("send passed", () => spectatorClient.EndPlay(streamingUser.Id, SpectatingUserState.Passed));
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AddUntilStep("state is passed", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Passed);
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AddStep("send passed", () => spectatorClient.EndPlay(streamingUser.Id, SpectatedUserState.Passed));
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AddUntilStep("state is passed", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Passed);
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start();
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sendFrames();
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waitForPlayer();
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AddUntilStep("state is playing", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Playing);
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AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
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}
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[Test]
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@ -275,12 +275,12 @@ namespace osu.Game.Tests.Visual.Gameplay
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waitForPlayer();
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AddStep("send quit", () => spectatorClient.EndPlay(streamingUser.Id));
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AddUntilStep("state is quit", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Quit);
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AddUntilStep("state is quit", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Quit);
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start();
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sendFrames();
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waitForPlayer();
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AddUntilStep("state is playing", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Playing);
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AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
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}
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[Test]
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@ -292,13 +292,13 @@ namespace osu.Game.Tests.Visual.Gameplay
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sendFrames();
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waitForPlayer();
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AddStep("send failed", () => spectatorClient.EndPlay(streamingUser.Id, SpectatingUserState.Failed));
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AddUntilStep("state is failed", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Failed);
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AddStep("send failed", () => spectatorClient.EndPlay(streamingUser.Id, SpectatedUserState.Failed));
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AddUntilStep("state is failed", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Failed);
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start();
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sendFrames();
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waitForPlayer();
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AddUntilStep("state is playing", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Playing);
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AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
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}
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private OsuFramedReplayInputHandler replayHandler =>
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@ -313,7 +313,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private void start(int? beatmapId = null) => AddStep("start play", () => spectatorClient.StartPlay(streamingUser.Id, beatmapId ?? importedBeatmapId));
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private void finish(SpectatingUserState state = SpectatingUserState.Quit) => AddStep("end play", () => spectatorClient.EndPlay(streamingUser.Id, state));
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private void finish(SpectatedUserState state = SpectatedUserState.Quit) => AddStep("end play", () => spectatorClient.EndPlay(streamingUser.Id, state));
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private void checkPaused(bool state) =>
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AddUntilStep($"game is {(state ? "paused" : "playing")}", () => player.ChildrenOfType<DrawableRuleset>().First().IsPaused.Value == state);
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@ -37,8 +37,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestClientSendsCorrectRuleset()
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{
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AddUntilStep("spectator client sending frames", () => spectatorClient.WatchingUserStates.ContainsKey(dummy_user_id));
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AddAssert("spectator client sent correct ruleset", () => spectatorClient.WatchingUserStates[dummy_user_id].RulesetID == Ruleset.Value.OnlineID);
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AddUntilStep("spectator client sending frames", () => spectatorClient.WatchedUserStates.ContainsKey(dummy_user_id));
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AddAssert("spectator client sent correct ruleset", () => spectatorClient.WatchedUserStates[dummy_user_id].RulesetID == Ruleset.Value.OnlineID);
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}
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public override void TearDownSteps()
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@ -115,7 +115,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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public void RandomlyUpdateState()
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{
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foreach ((int userId, _) in WatchingUserStates)
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foreach ((int userId, _) in WatchedUserStates)
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{
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if (RNG.NextBool())
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continue;
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