1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 12:57:36 +08:00

Merge pull request #13797 from smoogipoo/fix-ready-button-tests

Fix intermittent ready button test failures
This commit is contained in:
Dean Herbert 2021-07-06 18:36:35 +09:00 committed by GitHub
commit e4b436198b
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

View File

@ -113,10 +113,10 @@ namespace osu.Game.Tests.Visual.Multiplayer
});
addClickButtonStep();
AddAssert("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready);
AddUntilStep("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready);
addClickButtonStep();
AddAssert("user is idle", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle);
AddUntilStep("user is idle", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle);
}
[TestCase(true)]
@ -132,7 +132,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
});
addClickButtonStep();
AddAssert("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready);
AddUntilStep("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready);
verifyGameplayStartFlow();
}
@ -206,8 +206,9 @@ namespace osu.Game.Tests.Visual.Multiplayer
private void verifyGameplayStartFlow()
{
AddUntilStep("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready);
addClickButtonStep();
AddAssert("user waiting for load", () => Client.Room?.Users[0].State == MultiplayerUserState.WaitingForLoad);
AddUntilStep("user waiting for load", () => Client.Room?.Users[0].State == MultiplayerUserState.WaitingForLoad);
AddAssert("ready button disabled", () => !button.ChildrenOfType<OsuButton>().Single().Enabled.Value);
AddStep("transitioned to gameplay", () => readyClickOperation.Dispose());
@ -218,7 +219,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
Client.ChangeUserState(Client.Room?.Users[0].UserID ?? 0, MultiplayerUserState.FinishedPlay);
});
AddAssert("ready button enabled", () => button.ChildrenOfType<OsuButton>().Single().Enabled.Value);
AddUntilStep("ready button enabled", () => button.ChildrenOfType<OsuButton>().Single().Enabled.Value);
}
}
}