1
0
mirror of https://github.com/ppy/osu.git synced 2025-01-26 19:32:55 +08:00

Merge pull request #15571 from bdach/fix-switch-teams-via-not-own-indicator

Fix being able to switch own team by clicking other players' team indicators
This commit is contained in:
Dean Herbert 2021-11-11 17:44:24 +09:00 committed by GitHub
commit aa9cbd0c40
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 26 additions and 3 deletions

View File

@ -10,6 +10,7 @@ using osu.Framework.Platform;
using osu.Framework.Testing; using osu.Framework.Testing;
using osu.Game.Beatmaps; using osu.Game.Beatmaps;
using osu.Game.Database; using osu.Game.Database;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Online.Multiplayer.MatchTypes.TeamVersus; using osu.Game.Online.Multiplayer.MatchTypes.TeamVersus;
using osu.Game.Online.Rooms; using osu.Game.Online.Rooms;
using osu.Game.Rulesets; using osu.Game.Rulesets;
@ -97,16 +98,24 @@ namespace osu.Game.Tests.Visual.Multiplayer
}); });
AddAssert("user on team 0", () => (client.Room?.Users.FirstOrDefault()?.MatchState as TeamVersusUserState)?.TeamID == 0); AddAssert("user on team 0", () => (client.Room?.Users.FirstOrDefault()?.MatchState as TeamVersusUserState)?.TeamID == 0);
AddStep("add another user", () => client.AddUser(new APIUser { Username = "otheruser", Id = 44 }));
AddStep("press button", () => AddStep("press own button", () =>
{ {
InputManager.MoveMouseTo(multiplayerScreenStack.ChildrenOfType<TeamDisplay>().First()); InputManager.MoveMouseTo(multiplayerScreenStack.ChildrenOfType<TeamDisplay>().First());
InputManager.Click(MouseButton.Left); InputManager.Click(MouseButton.Left);
}); });
AddAssert("user on team 1", () => (client.Room?.Users.FirstOrDefault()?.MatchState as TeamVersusUserState)?.TeamID == 1); AddAssert("user on team 1", () => (client.Room?.Users.FirstOrDefault()?.MatchState as TeamVersusUserState)?.TeamID == 1);
AddStep("press button", () => InputManager.Click(MouseButton.Left)); AddStep("press own button again", () => InputManager.Click(MouseButton.Left));
AddAssert("user on team 0", () => (client.Room?.Users.FirstOrDefault()?.MatchState as TeamVersusUserState)?.TeamID == 0); AddAssert("user on team 0", () => (client.Room?.Users.FirstOrDefault()?.MatchState as TeamVersusUserState)?.TeamID == 0);
AddStep("press other user's button", () =>
{
InputManager.MoveMouseTo(multiplayerScreenStack.ChildrenOfType<TeamDisplay>().ElementAt(1));
InputManager.Click(MouseButton.Left);
});
AddAssert("user still on team 0", () => (client.Room?.Users.FirstOrDefault()?.MatchState as TeamVersusUserState)?.TeamID == 0);
} }
[Test] [Test]

View File

@ -51,7 +51,6 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Participants
Alpha = 0, Alpha = 0,
Scale = new Vector2(0, 1), Scale = new Vector2(0, 1),
RelativeSizeAxes = Axes.Y, RelativeSizeAxes = Axes.Y,
Action = changeTeam,
Child = box = new Container Child = box = new Container
{ {
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,

View File

@ -71,6 +71,21 @@ namespace osu.Game.Tests.Visual.Multiplayer
// We want the user to be immediately available for testing, so force a scheduler update to run the update-bound continuation. // We want the user to be immediately available for testing, so force a scheduler update to run the update-bound continuation.
Scheduler.Update(); Scheduler.Update();
switch (Room?.MatchState)
{
case TeamVersusRoomState teamVersus:
Debug.Assert(Room != null);
// simulate the server's automatic assignment of users to teams on join.
// the "best" team is the one with the least users on it.
int bestTeam = teamVersus.Teams
.Select(team => (teamID: team.ID, userCount: Room.Users.Count(u => (u.MatchState as TeamVersusUserState)?.TeamID == team.ID)))
.OrderBy(pair => pair.userCount)
.First().teamID;
((IMultiplayerClient)this).MatchUserStateChanged(user.UserID, new TeamVersusUserState { TeamID = bestTeam }).Wait();
break;
}
} }
public void RemoveUser(APIUser user) public void RemoveUser(APIUser user)