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These can be tested by adding a `Task.Delay(3000);` at the end of the `MultiplayerClient.JoinRoom` task. The reason is typically that `Client.Room` becomes not-null but the join task still hasn't completed yet, so e.g. the ready button is still disabled.
61 lines
2.0 KiB
C#
61 lines
2.0 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using osu.Game.Online.Rooms;
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using osu.Game.Screens.OnlinePlay.Components;
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using osu.Game.Screens.OnlinePlay.Multiplayer;
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using osu.Game.Tests.Visual.OnlinePlay;
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namespace osu.Game.Tests.Visual.Multiplayer
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{
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/// <summary>
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/// A <see cref="RoomManager"/> for use in multiplayer test scenes.
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/// Should generally not be used by itself outside of a <see cref="MultiplayerTestScene"/>.
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/// </summary>
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public class TestMultiplayerRoomManager : MultiplayerRoomManager
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{
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public bool RoomJoined { get; private set; }
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private readonly TestRoomRequestsHandler requestsHandler;
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public TestMultiplayerRoomManager(TestRoomRequestsHandler requestsHandler)
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{
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this.requestsHandler = requestsHandler;
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}
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public IReadOnlyList<Room> ServerSideRooms => requestsHandler.ServerSideRooms;
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public override void CreateRoom(Room room, Action<Room> onSuccess = null, Action<string> onError = null)
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{
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base.CreateRoom(room, r =>
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{
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onSuccess?.Invoke(r);
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RoomJoined = true;
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}, onError);
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}
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public override void JoinRoom(Room room, string password = null, Action<Room> onSuccess = null, Action<string> onError = null)
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{
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base.JoinRoom(room, password, r =>
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{
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onSuccess?.Invoke(r);
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RoomJoined = true;
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}, onError);
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}
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public override void PartRoom()
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{
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base.PartRoom();
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RoomJoined = false;
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}
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/// <summary>
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/// Adds a room to a local "server-side" list that's returned when a <see cref="GetRoomsRequest"/> is fired.
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/// </summary>
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/// <param name="room">The room.</param>
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public void AddServerSideRoom(Room room) => requestsHandler.AddServerSideRoom(room);
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}
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}
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