Unify namings across the board

This commit is contained in:
Dan Balasescu
2022-02-09 12:09:04 +09:00
parent 4966c4e974
commit ffc4c64f7e
9 changed files with 41 additions and 41 deletions

View File

@ -157,7 +157,7 @@ namespace osu.Game.Tests.Visual.Gameplay
checkPaused(true);
sendFrames();
finish(SpectatingUserState.Failed);
finish(SpectatedUserState.Failed);
checkPaused(false); // Should continue playing until out of frames
checkPaused(true); // And eventually stop after running out of frames and fail.
@ -244,7 +244,7 @@ namespace osu.Game.Tests.Visual.Gameplay
start();
sendFrames();
waitForPlayer();
AddUntilStep("state is playing", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Playing);
AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
}
[Test]
@ -256,13 +256,13 @@ namespace osu.Game.Tests.Visual.Gameplay
sendFrames();
waitForPlayer();
AddStep("send passed", () => spectatorClient.EndPlay(streamingUser.Id, SpectatingUserState.Passed));
AddUntilStep("state is passed", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Passed);
AddStep("send passed", () => spectatorClient.EndPlay(streamingUser.Id, SpectatedUserState.Passed));
AddUntilStep("state is passed", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Passed);
start();
sendFrames();
waitForPlayer();
AddUntilStep("state is playing", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Playing);
AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
}
[Test]
@ -275,12 +275,12 @@ namespace osu.Game.Tests.Visual.Gameplay
waitForPlayer();
AddStep("send quit", () => spectatorClient.EndPlay(streamingUser.Id));
AddUntilStep("state is quit", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Quit);
AddUntilStep("state is quit", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Quit);
start();
sendFrames();
waitForPlayer();
AddUntilStep("state is playing", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Playing);
AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
}
[Test]
@ -292,13 +292,13 @@ namespace osu.Game.Tests.Visual.Gameplay
sendFrames();
waitForPlayer();
AddStep("send failed", () => spectatorClient.EndPlay(streamingUser.Id, SpectatingUserState.Failed));
AddUntilStep("state is failed", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Failed);
AddStep("send failed", () => spectatorClient.EndPlay(streamingUser.Id, SpectatedUserState.Failed));
AddUntilStep("state is failed", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Failed);
start();
sendFrames();
waitForPlayer();
AddUntilStep("state is playing", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Playing);
AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
}
private OsuFramedReplayInputHandler replayHandler =>
@ -313,7 +313,7 @@ namespace osu.Game.Tests.Visual.Gameplay
private void start(int? beatmapId = null) => AddStep("start play", () => spectatorClient.StartPlay(streamingUser.Id, beatmapId ?? importedBeatmapId));
private void finish(SpectatingUserState state = SpectatingUserState.Quit) => AddStep("end play", () => spectatorClient.EndPlay(streamingUser.Id, state));
private void finish(SpectatedUserState state = SpectatedUserState.Quit) => AddStep("end play", () => spectatorClient.EndPlay(streamingUser.Id, state));
private void checkPaused(bool state) =>
AddUntilStep($"game is {(state ? "paused" : "playing")}", () => player.ChildrenOfType<DrawableRuleset>().First().IsPaused.Value == state);

View File

@ -37,8 +37,8 @@ namespace osu.Game.Tests.Visual.Gameplay
[Test]
public void TestClientSendsCorrectRuleset()
{
AddUntilStep("spectator client sending frames", () => spectatorClient.WatchingUserStates.ContainsKey(dummy_user_id));
AddAssert("spectator client sent correct ruleset", () => spectatorClient.WatchingUserStates[dummy_user_id].RulesetID == Ruleset.Value.OnlineID);
AddUntilStep("spectator client sending frames", () => spectatorClient.WatchedUserStates.ContainsKey(dummy_user_id));
AddAssert("spectator client sent correct ruleset", () => spectatorClient.WatchedUserStates[dummy_user_id].RulesetID == Ruleset.Value.OnlineID);
}
public override void TearDownSteps()

View File

@ -115,7 +115,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
public void RandomlyUpdateState()
{
foreach ((int userId, _) in WatchingUserStates)
foreach ((int userId, _) in WatchedUserStates)
{
if (RNG.NextBool())
continue;