mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 14:17:26 +08:00
Don't reset spectating state if gameplay is finished
This commit is contained in:
parent
01ca9eb81c
commit
18d7b79207
@ -30,6 +30,7 @@ using osu.Game.Screens.OnlinePlay.Lounge.Components;
|
||||
using osu.Game.Screens.OnlinePlay.Match;
|
||||
using osu.Game.Screens.OnlinePlay.Multiplayer;
|
||||
using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
|
||||
using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
|
||||
using osu.Game.Screens.Play;
|
||||
using osu.Game.Screens.Ranking;
|
||||
using osu.Game.Screens.Spectate;
|
||||
@ -656,23 +657,107 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
||||
});
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestSpectatingStateResetOnBackButtonDuringGameplay()
|
||||
{
|
||||
createRoom(() => new Room
|
||||
{
|
||||
Name = { Value = "Test Room" },
|
||||
QueueMode = { Value = QueueMode.AllPlayers },
|
||||
Playlist =
|
||||
{
|
||||
new PlaylistItem
|
||||
{
|
||||
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
|
||||
Ruleset = { Value = new OsuRuleset().RulesetInfo },
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
AddStep("set spectating state", () => client.ChangeUserState(API.LocalUser.Value.OnlineID, MultiplayerUserState.Spectating));
|
||||
AddUntilStep("state set to spectating", () => client.LocalUser?.State == MultiplayerUserState.Spectating);
|
||||
|
||||
AddStep("join other user", () => client.AddUser(new APIUser { Id = 1234 }));
|
||||
AddStep("set other user ready", () => client.ChangeUserState(1234, MultiplayerUserState.Ready));
|
||||
|
||||
pressReadyButton(1234);
|
||||
AddUntilStep("wait for gameplay", () => (multiplayerScreenStack.CurrentScreen as MultiSpectatorScreen)?.IsLoaded == true);
|
||||
|
||||
AddStep("press back button and exit", () =>
|
||||
{
|
||||
multiplayerScreenStack.OnBackButton();
|
||||
multiplayerScreenStack.Exit();
|
||||
});
|
||||
|
||||
AddUntilStep("wait for return to match subscreen", () => multiplayerScreenStack.MultiplayerScreen.IsCurrentScreen());
|
||||
AddUntilStep("user state is idle", () => client.LocalUser?.State == MultiplayerUserState.Idle);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestSpectatingStateNotResetOnBackButtonOutsideOfGameplay()
|
||||
{
|
||||
createRoom(() => new Room
|
||||
{
|
||||
Name = { Value = "Test Room" },
|
||||
QueueMode = { Value = QueueMode.AllPlayers },
|
||||
Playlist =
|
||||
{
|
||||
new PlaylistItem
|
||||
{
|
||||
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
|
||||
Ruleset = { Value = new OsuRuleset().RulesetInfo },
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
AddStep("set spectating state", () => client.ChangeUserState(API.LocalUser.Value.OnlineID, MultiplayerUserState.Spectating));
|
||||
AddUntilStep("state set to spectating", () => client.LocalUser?.State == MultiplayerUserState.Spectating);
|
||||
|
||||
AddStep("join other user", () => client.AddUser(new APIUser { Id = 1234 }));
|
||||
AddStep("set other user ready", () => client.ChangeUserState(1234, MultiplayerUserState.Ready));
|
||||
|
||||
pressReadyButton(1234);
|
||||
AddUntilStep("wait for gameplay", () => (multiplayerScreenStack.CurrentScreen as MultiSpectatorScreen)?.IsLoaded == true);
|
||||
AddStep("set other user loaded", () => client.ChangeUserState(1234, MultiplayerUserState.Loaded));
|
||||
AddStep("set other user finished play", () => client.ChangeUserState(1234, MultiplayerUserState.FinishedPlay));
|
||||
|
||||
AddStep("press back button and exit", () =>
|
||||
{
|
||||
multiplayerScreenStack.OnBackButton();
|
||||
multiplayerScreenStack.Exit();
|
||||
});
|
||||
|
||||
AddUntilStep("wait for return to match subscreen", () => multiplayerScreenStack.MultiplayerScreen.IsCurrentScreen());
|
||||
AddWaitStep("wait for possible state change", 5);
|
||||
AddUntilStep("user state is spectating", () => client.LocalUser?.State == MultiplayerUserState.Spectating);
|
||||
}
|
||||
|
||||
private void enterGameplay()
|
||||
{
|
||||
pressReadyButton();
|
||||
pressReadyButton();
|
||||
AddUntilStep("wait for player", () => multiplayerScreenStack.CurrentScreen is Player);
|
||||
}
|
||||
|
||||
private ReadyButton readyButton => this.ChildrenOfType<ReadyButton>().Single();
|
||||
|
||||
private void pressReadyButton()
|
||||
private void pressReadyButton(int? playingUserId = null)
|
||||
{
|
||||
AddUntilStep("wait for ready button to be enabled", () => readyButton.Enabled.Value);
|
||||
|
||||
MultiplayerUserState lastState = MultiplayerUserState.Idle;
|
||||
MultiplayerRoomUser user = null;
|
||||
|
||||
AddStep("click ready button", () =>
|
||||
{
|
||||
lastState = client.LocalUser?.State ?? MultiplayerUserState.Idle;
|
||||
user = playingUserId == null ? client.LocalUser : client.Room?.Users.Single(u => u.UserID == playingUserId);
|
||||
lastState = user?.State ?? MultiplayerUserState.Idle;
|
||||
|
||||
InputManager.MoveMouseTo(readyButton);
|
||||
InputManager.Click(MouseButton.Left);
|
||||
});
|
||||
|
||||
AddUntilStep("wait for state change", () => client.LocalUser?.State != lastState);
|
||||
AddUntilStep("wait for state change", () => user?.State != lastState);
|
||||
}
|
||||
|
||||
private void createRoom(Func<Room> room)
|
||||
|
@ -61,7 +61,7 @@ namespace osu.Game.Tests.Visual
|
||||
((DummyAPIAccess)api).HandleRequest = request => multiplayerScreen.RequestsHandler.HandleRequest(request, api.LocalUser.Value, game);
|
||||
}
|
||||
|
||||
public override bool OnBackButton() => multiplayerScreen.OnBackButton();
|
||||
public override bool OnBackButton() => (screenStack.CurrentScreen as OsuScreen)?.OnBackButton() ?? base.OnBackButton();
|
||||
|
||||
public override bool OnExiting(IScreen next)
|
||||
{
|
||||
|
@ -2,6 +2,7 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using JetBrains.Annotations;
|
||||
using osu.Framework.Allocation;
|
||||
@ -226,8 +227,12 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
|
||||
|
||||
public override bool OnBackButton()
|
||||
{
|
||||
// On a manual exit, set the player state back to idle.
|
||||
multiplayerClient.ChangeState(MultiplayerUserState.Idle);
|
||||
Debug.Assert(multiplayerClient.Room != null);
|
||||
|
||||
// On a manual exit, set the player back to idle unless gameplay has finished.
|
||||
if (multiplayerClient.Room.State != MultiplayerRoomState.Open)
|
||||
multiplayerClient.ChangeState(MultiplayerUserState.Idle);
|
||||
|
||||
return base.OnBackButton();
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user