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2 Commits

  • Make random state choice in test more robust
    `RNG.Next(int, int)` is max-exclusive, so the random state choice would
    actually never pick `MultiplayerUserState.Results` on its own. The only
    reason why that state ever did show up was by a freak accident of sorts
    (the logic in `TestRealtimeMultiplayerClient` would automatically
    convert every `FinishedPlay` state to `Results`, up until seeing the
    first player that was in the `Playing` state).