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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
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commit
aa9cbd0c40
@ -10,6 +10,7 @@ using osu.Framework.Platform;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Online.Multiplayer.MatchTypes.TeamVersus;
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using osu.Game.Online.Rooms;
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using osu.Game.Rulesets;
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@ -97,16 +98,24 @@ namespace osu.Game.Tests.Visual.Multiplayer
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});
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AddAssert("user on team 0", () => (client.Room?.Users.FirstOrDefault()?.MatchState as TeamVersusUserState)?.TeamID == 0);
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AddStep("add another user", () => client.AddUser(new APIUser { Username = "otheruser", Id = 44 }));
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AddStep("press button", () =>
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AddStep("press own button", () =>
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{
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InputManager.MoveMouseTo(multiplayerScreenStack.ChildrenOfType<TeamDisplay>().First());
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InputManager.Click(MouseButton.Left);
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});
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AddAssert("user on team 1", () => (client.Room?.Users.FirstOrDefault()?.MatchState as TeamVersusUserState)?.TeamID == 1);
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AddStep("press button", () => InputManager.Click(MouseButton.Left));
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AddStep("press own button again", () => InputManager.Click(MouseButton.Left));
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AddAssert("user on team 0", () => (client.Room?.Users.FirstOrDefault()?.MatchState as TeamVersusUserState)?.TeamID == 0);
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AddStep("press other user's button", () =>
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{
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InputManager.MoveMouseTo(multiplayerScreenStack.ChildrenOfType<TeamDisplay>().ElementAt(1));
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InputManager.Click(MouseButton.Left);
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});
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AddAssert("user still on team 0", () => (client.Room?.Users.FirstOrDefault()?.MatchState as TeamVersusUserState)?.TeamID == 0);
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}
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[Test]
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@ -51,7 +51,6 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Participants
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Alpha = 0,
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Scale = new Vector2(0, 1),
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RelativeSizeAxes = Axes.Y,
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Action = changeTeam,
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Child = box = new Container
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{
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RelativeSizeAxes = Axes.Both,
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@ -71,6 +71,21 @@ namespace osu.Game.Tests.Visual.Multiplayer
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// We want the user to be immediately available for testing, so force a scheduler update to run the update-bound continuation.
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Scheduler.Update();
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switch (Room?.MatchState)
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{
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case TeamVersusRoomState teamVersus:
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Debug.Assert(Room != null);
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// simulate the server's automatic assignment of users to teams on join.
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// the "best" team is the one with the least users on it.
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int bestTeam = teamVersus.Teams
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.Select(team => (teamID: team.ID, userCount: Room.Users.Count(u => (u.MatchState as TeamVersusUserState)?.TeamID == team.ID)))
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.OrderBy(pair => pair.userCount)
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.First().teamID;
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((IMultiplayerClient)this).MatchUserStateChanged(user.UserID, new TeamVersusUserState { TeamID = bestTeam }).Wait();
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break;
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}
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}
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public void RemoveUser(APIUser user)
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