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mirror of https://github.com/ppy/osu.git synced 2025-01-12 23:12:56 +08:00

Remove remaining Room!=null checks in TestMultiplayerClient where possible

This commit is contained in:
Dean Herbert 2022-06-23 17:38:34 +09:00
parent 9ed37621a7
commit 158f0a1f23

View File

@ -87,8 +87,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
switch (Room?.MatchState) switch (Room?.MatchState)
{ {
case TeamVersusRoomState teamVersus: case TeamVersusRoomState teamVersus:
Debug.Assert(Room != null);
// simulate the server's automatic assignment of users to teams on join. // simulate the server's automatic assignment of users to teams on join.
// the "best" team is the one with the least users on it. // the "best" team is the one with the least users on it.
int bestTeam = teamVersus.Teams int bestTeam = teamVersus.Teams
@ -103,6 +101,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
public void RemoveUser(APIUser user) public void RemoveUser(APIUser user)
{ {
Debug.Assert(Room != null); Debug.Assert(Room != null);
((IMultiplayerClient)this).UserLeft(new MultiplayerRoomUser(user.Id)); ((IMultiplayerClient)this).UserLeft(new MultiplayerRoomUser(user.Id));
Schedule(() => Schedule(() =>
@ -114,25 +113,23 @@ namespace osu.Game.Tests.Visual.Multiplayer
public void ChangeRoomState(MultiplayerRoomState newState) public void ChangeRoomState(MultiplayerRoomState newState)
{ {
Debug.Assert(Room != null);
((IMultiplayerClient)this).RoomStateChanged(newState); ((IMultiplayerClient)this).RoomStateChanged(newState);
} }
public void ChangeUserState(int userId, MultiplayerUserState newState) public void ChangeUserState(int userId, MultiplayerUserState newState)
{ {
Debug.Assert(Room != null);
((IMultiplayerClient)this).UserStateChanged(userId, newState); ((IMultiplayerClient)this).UserStateChanged(userId, newState);
updateRoomStateIfRequired(); updateRoomStateIfRequired();
} }
private void updateRoomStateIfRequired() private void updateRoomStateIfRequired()
{ {
Debug.Assert(Room != null);
Debug.Assert(APIRoom != null); Debug.Assert(APIRoom != null);
Schedule(() => Schedule(() =>
{ {
Debug.Assert(Room != null);
switch (Room.State) switch (Room.State)
{ {
case MultiplayerRoomState.Open: case MultiplayerRoomState.Open:
@ -179,8 +176,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
public void ChangeUserBeatmapAvailability(int userId, BeatmapAvailability newBeatmapAvailability) public void ChangeUserBeatmapAvailability(int userId, BeatmapAvailability newBeatmapAvailability)
{ {
Debug.Assert(Room != null);
((IMultiplayerClient)this).UserBeatmapAvailabilityChanged(userId, newBeatmapAvailability); ((IMultiplayerClient)this).UserBeatmapAvailabilityChanged(userId, newBeatmapAvailability);
} }
@ -290,7 +285,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
public void ChangeUserMods(int userId, IEnumerable<APIMod> newMods) public void ChangeUserMods(int userId, IEnumerable<APIMod> newMods)
{ {
Debug.Assert(Room != null);
((IMultiplayerClient)this).UserModsChanged(userId, newMods.ToList()); ((IMultiplayerClient)this).UserModsChanged(userId, newMods.ToList());
} }
@ -338,7 +332,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
public override Task AbortGameplay() public override Task AbortGameplay()
{ {
Debug.Assert(Room != null);
Debug.Assert(LocalUser != null); Debug.Assert(LocalUser != null);
ChangeUserState(LocalUser.UserID, MultiplayerUserState.Idle); ChangeUserState(LocalUser.UserID, MultiplayerUserState.Idle);