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Make tests a bit more resilient

This commit is contained in:
smoogipoo 2021-04-13 22:40:10 +09:00
parent 20823abb30
commit 3039b7b0f9
2 changed files with 5 additions and 5 deletions

View File

@ -199,8 +199,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
// Player 2 should catch up to player 1 after unpausing.
AddUntilStep("player 2 not catching up", () => !getInstance(56).IsCatchingUp);
AddAssert("player 1 time == player 2 time", () => Math.Abs(getGameplayOffset(55, 56)) <= 2 * PlayerInstance.SYNC_TARGET);
AddWaitStep("wait a bit", 5);
AddWaitStep("wait a bit", 10);
}
private void loadSpectateScreen()

View File

@ -30,7 +30,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
private readonly PlayerInstance[] instances;
private PlayerGrid grid;
private MultiplayerSpectatorLeaderboard leaderboard;
private double? loadStartTime;
private double? loadFinishTime;
public MultiplayerSpectator(int[] userIds)
: base(userIds.AsSpan().Slice(0, Math.Min(16, userIds.Length)).ToArray())
@ -76,7 +76,8 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
{
base.UpdateAfterChildren();
loadStartTime ??= Time.Current;
if (AllPlayersLoaded)
loadFinishTime ??= Time.Current;
updateGameplayPlayingState();
}
@ -88,7 +89,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
// All players have frames...
instances.All(i => i.Score.Replay.Frames.Count > 0)
// Or any player has frames and the maximum start delay has been exceeded.
|| (Time.Current - loadStartTime > maximum_start_delay
|| (Time.Current - loadFinishTime > maximum_start_delay
&& instances.Any(i => i.Score.Replay.Frames.Count > 0))
);