From 874ec495902e5f008db8808dd4e2f3d3ebc148e7 Mon Sep 17 00:00:00 2001 From: Dan Balasescu Date: Tue, 8 Apr 2025 18:41:43 +0900 Subject: [PATCH] Clone countdown objects in test client Beyond isolation, this stuff is also used to test (de-)serialisation. Much-of-a-muchness in this case since it isn't too thoroughly tested, but best do it anyway. --- osu.Game/Tests/Visual/Multiplayer/TestMultiplayerClient.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/osu.Game/Tests/Visual/Multiplayer/TestMultiplayerClient.cs b/osu.Game/Tests/Visual/Multiplayer/TestMultiplayerClient.cs index 4df11bd818..3843460add 100644 --- a/osu.Game/Tests/Visual/Multiplayer/TestMultiplayerClient.cs +++ b/osu.Game/Tests/Visual/Multiplayer/TestMultiplayerClient.cs @@ -415,12 +415,12 @@ namespace osu.Game.Tests.Visual.Multiplayer TimeRemaining = startCountdown.Duration }); - await ((IMultiplayerClient)this).MatchEvent(new CountdownStartedEvent(ServerRoom.ActiveCountdowns[^1])).ConfigureAwait(false); + await ((IMultiplayerClient)this).MatchEvent(clone(new CountdownStartedEvent(ServerRoom.ActiveCountdowns[^1]))).ConfigureAwait(false); break; case StopCountdownRequest stopCountdown: ServerRoom.ActiveCountdowns.Remove(ServerRoom.ActiveCountdowns.First(c => c.ID == stopCountdown.ID)); - await ((IMultiplayerClient)this).MatchEvent(new CountdownStoppedEvent(stopCountdown.ID)).ConfigureAwait(false); + await ((IMultiplayerClient)this).MatchEvent(clone(new CountdownStoppedEvent(stopCountdown.ID))).ConfigureAwait(false); break; } }