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mirror of https://github.com/ppy/osu.git synced 2025-02-22 12:02:55 +08:00

Rename completed state to passed

This commit is contained in:
Dan Balasescu 2022-02-08 20:29:49 +09:00
parent 0d99017178
commit 4c76027178
5 changed files with 11 additions and 11 deletions

View File

@ -247,7 +247,7 @@ namespace osu.Game.Tests.Visual.Gameplay
} }
[Test] [Test]
public void TestCompletionState() public void TestPassedState()
{ {
loadSpectatingScreen(); loadSpectatingScreen();
@ -255,8 +255,8 @@ namespace osu.Game.Tests.Visual.Gameplay
sendFrames(); sendFrames();
waitForPlayer(); waitForPlayer();
AddStep("send completion", () => spectatorClient.EndPlay(streamingUser.Id, SpectatingUserState.Completed)); AddStep("send passed", () => spectatorClient.EndPlay(streamingUser.Id, SpectatingUserState.Passed));
AddUntilStep("state is completed", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Completed); AddUntilStep("state is passed", () => spectatorClient.WatchingUserStates[streamingUser.Id].State == SpectatingUserState.Passed);
start(); start();
sendFrames(); sendFrames();

View File

@ -6,7 +6,7 @@ namespace osu.Game.Online.Spectator
public enum SpectatingUserState public enum SpectatingUserState
{ {
/// <summary> /// <summary>
/// The spectated user has not yet played. /// The spectated user is not yet playing.
/// </summary> /// </summary>
Idle, Idle,
@ -16,17 +16,17 @@ namespace osu.Game.Online.Spectator
Playing, Playing,
/// <summary> /// <summary>
/// The spectated user has successfully completed gameplay. /// The spectated user has passed gameplay.
/// </summary> /// </summary>
Completed, Passed,
/// <summary> /// <summary>
/// The spectator user has failed during gameplay. /// The spectator user has failed gameplay.
/// </summary> /// </summary>
Failed, Failed,
/// <summary> /// <summary>
/// The spectated user has quit during gameplay. /// The spectated user has quit gameplay.
/// </summary> /// </summary>
Quit Quit
} }

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@ -186,7 +186,7 @@ namespace osu.Game.Online.Spectator
currentBeatmap = null; currentBeatmap = null;
if (state.HasPassed) if (state.HasPassed)
currentState.State = SpectatingUserState.Completed; currentState.State = SpectatingUserState.Passed;
else if (state.HasFailed) else if (state.HasFailed)
currentState.State = SpectatingUserState.Failed; currentState.State = SpectatingUserState.Failed;
else else

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@ -216,7 +216,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
protected override void EndGameplay(int userId, SpectatorState state) protected override void EndGameplay(int userId, SpectatorState state)
{ {
if (state.State == SpectatingUserState.Completed || state.State == SpectatingUserState.Failed) if (state.State == SpectatingUserState.Passed || state.State == SpectatingUserState.Failed)
return; return;
RemoveUser(userId); RemoveUser(userId);

View File

@ -134,7 +134,7 @@ namespace osu.Game.Screens.Spectate
switch (newState.State) switch (newState.State)
{ {
case SpectatingUserState.Completed: case SpectatingUserState.Passed:
// Make sure that gameplay completes to the end. // Make sure that gameplay completes to the end.
if (gameplayStates.TryGetValue(userId, out var gameplayState)) if (gameplayStates.TryGetValue(userId, out var gameplayState))
gameplayState.Score.Replay.HasReceivedAllFrames = true; gameplayState.Score.Replay.HasReceivedAllFrames = true;