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Merge pull request #13872 from peppy/fix-multiplayer-exit-blocking

Fix disconnected-from-server multiplayer exit sequence being blocked by confirmation dialog
This commit is contained in:
Dan Balasescu 2021-07-13 17:57:43 +09:00 committed by GitHub
commit 80e33065c6
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2 changed files with 24 additions and 1 deletions

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@ -21,6 +21,7 @@ using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Screens;
using osu.Game.Screens.OnlinePlay.Components;
using osu.Game.Screens.OnlinePlay.Lounge;
using osu.Game.Screens.OnlinePlay.Match.Components;
using osu.Game.Screens.OnlinePlay.Multiplayer;
using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
@ -184,6 +185,26 @@ namespace osu.Game.Tests.Visual.Multiplayer
AddUntilStep("play started", () => !multiplayerScreen.IsCurrentScreen());
}
[Test]
public void TestSubScreenExitedWhenDisconnectedFromMultiplayerServer()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
AddStep("disconnect", () => client.Disconnect());
AddUntilStep("back in lounge", () => this.ChildrenOfType<LoungeSubScreen>().FirstOrDefault()?.IsCurrentScreen() == true);
}
[Test]
public void TestLeaveNavigation()
{

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@ -310,7 +310,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
public override bool OnExiting(IScreen next)
{
if (client.Room == null)
// the room may not be left immediately after a disconnection due to async flow,
// so checking the IsConnected status is also required.
if (client.Room == null || !client.IsConnected.Value)
{
// room has not been created yet; exit immediately.
return base.OnExiting(next);