// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System.Linq; using NUnit.Framework; using osu.Framework.Screens; using osu.Framework.Testing; using osu.Game.Online.Multiplayer; using osu.Game.Online.Rooms; using osu.Game.Rulesets.Osu; using osu.Game.Screens.OnlinePlay.Multiplayer; namespace osu.Game.Tests.Visual.Multiplayer { public partial class TestSceneMultiplayerPlayer : MultiplayerTestScene { private MultiplayerPlayer player; [SetUpSteps] public override void SetUpSteps() { base.SetUpSteps(); AddStep("set beatmap", () => { Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo); }); AddStep("initialise gameplay", () => { Stack.Push(player = new MultiplayerPlayer(MultiplayerClient.ServerAPIRoom, new PlaylistItem(Beatmap.Value.BeatmapInfo) { RulesetID = Beatmap.Value.BeatmapInfo.Ruleset.OnlineID, }, MultiplayerClient.ServerRoom?.Users.ToArray())); }); AddUntilStep("wait for player to be current", () => player.IsCurrentScreen() && player.IsLoaded); AddStep("start gameplay", () => ((IMultiplayerClient)MultiplayerClient).GameplayStarted()); } [Test] public void TestGameplay() { AddUntilStep("wait for gameplay start", () => player.LocalUserPlaying.Value); } } }