From 4a677ecc190f0ec7b354db5f2436349353cd9f2e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Tue, 22 Dec 2020 21:16:45 +0100 Subject: [PATCH] Make random state choice in test more robust `RNG.Next(int, int)` is max-exclusive, so the random state choice would actually never pick `MultiplayerUserState.Results` on its own. The only reason why that state ever did show up was by a freak accident of sorts (the logic in `TestRealtimeMultiplayerClient` would automatically convert every `FinishedPlay` state to `Results`, up until seeing the first player that was in the `Playing` state). --- .../TestSceneRealtimeMultiplayerParticipantsList.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/osu.Game.Tests/Visual/RealtimeMultiplayer/TestSceneRealtimeMultiplayerParticipantsList.cs b/osu.Game.Tests/Visual/RealtimeMultiplayer/TestSceneRealtimeMultiplayerParticipantsList.cs index 7fd31906f7..4221821496 100644 --- a/osu.Game.Tests/Visual/RealtimeMultiplayer/TestSceneRealtimeMultiplayerParticipantsList.cs +++ b/osu.Game.Tests/Visual/RealtimeMultiplayer/TestSceneRealtimeMultiplayerParticipantsList.cs @@ -109,7 +109,7 @@ namespace osu.Game.Tests.Visual.RealtimeMultiplayer CoverUrl = @"https://osu.ppy.sh/images/headers/profile-covers/c3.jpg", }); - Client.ChangeUserState(i, (MultiplayerUserState)RNG.Next(0, (int)MultiplayerUserState.Results)); + Client.ChangeUserState(i, (MultiplayerUserState)RNG.Next(0, (int)MultiplayerUserState.Results + 1)); } }); }