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Refactorings

This commit is contained in:
Dan Balasescu 2022-02-08 21:20:33 +09:00
parent c1766d8a41
commit 886d1d2df6
5 changed files with 16 additions and 13 deletions

View File

@ -160,7 +160,8 @@ namespace osu.Game.Tests.Visual.Gameplay
finish(SpectatingUserState.Failed);
checkPaused(false); // Should continue playing until out of frames
checkPaused(true);
checkPaused(true); // And eventually stop after running out of frames and fail.
// Todo: Should check for + display a failed message.
}
[Test]

View File

@ -98,8 +98,8 @@ namespace osu.Game.Online.Spectator
}
else
{
watchingUserStates.Clear();
playingUsers.Clear();
watchingUserStates.Clear();
}
}), true);
}

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@ -69,17 +69,17 @@ namespace osu.Game.Overlays.Dashboard
{
var user = task.GetResultSafely();
if (user != null)
{
Schedule(() =>
{
// user may no longer be playing.
if (!playingUsers.Contains(user.Id))
return;
if (user == null)
return;
userFlow.Add(createUserPanel(user));
});
}
Schedule(() =>
{
// user may no longer be playing.
if (!playingUsers.Contains(user.Id))
return;
userFlow.Add(createUserPanel(user));
});
});
}

View File

@ -216,6 +216,8 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
protected override void EndGameplay(int userId, SpectatorState state)
{
// Allowed passed/failed users to complete their remaining replay frames.
// The failed state isn't really possible in multiplayer (yet?) but is added here just for safety in case it starts being used.
if (state.State == SpectatingUserState.Passed || state.State == SpectatingUserState.Failed)
return;

View File

@ -50,7 +50,7 @@ namespace osu.Game.Screens.Play
public bool HasFailed { get; set; }
/// <summary>
/// Whether the user quit gameplay without either having either passed or failed.
/// Whether the user quit gameplay without having either passed or failed.
/// </summary>
public bool HasQuit { get; set; }