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osu-lazer/osu.Game/Tests/Visual/Multiplayer/MultiplayerTestScene.cs
Dan Balasescu 69a9fc9732 Fix a few more multiplayer test timeouts
These can be tested by adding a `Task.Delay(3000);` at the end of the
`MultiplayerClient.JoinRoom` task. The reason is typically that
`Client.Room` becomes not-null but the join task still hasn't completed
yet, so e.g. the ready button is still disabled.
2021-11-23 16:07:03 +09:00

73 lines
2.4 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using NUnit.Framework;
using osu.Game.Online.Rooms;
using osu.Game.Tests.Beatmaps;
using osu.Game.Tests.Visual.OnlinePlay;
using osu.Game.Tests.Visual.Spectator;
namespace osu.Game.Tests.Visual.Multiplayer
{
/// <summary>
/// The base test scene for all multiplayer components and screens.
/// </summary>
public abstract class MultiplayerTestScene : OnlinePlayTestScene, IMultiplayerTestSceneDependencies
{
public const int PLAYER_1_ID = 55;
public const int PLAYER_2_ID = 56;
public TestMultiplayerClient Client => OnlinePlayDependencies.Client;
public new TestMultiplayerRoomManager RoomManager => OnlinePlayDependencies.RoomManager;
public TestUserLookupCache LookupCache => OnlinePlayDependencies?.LookupCache;
public TestSpectatorClient SpectatorClient => OnlinePlayDependencies?.SpectatorClient;
protected new MultiplayerTestSceneDependencies OnlinePlayDependencies => (MultiplayerTestSceneDependencies)base.OnlinePlayDependencies;
public bool RoomJoined => RoomManager.RoomJoined;
private readonly bool joinRoom;
protected MultiplayerTestScene(bool joinRoom = true)
{
this.joinRoom = joinRoom;
}
[SetUp]
public new void Setup() => Schedule(() =>
{
if (joinRoom)
SelectedRoom.Value = CreateRoom();
});
protected virtual Room CreateRoom()
{
return new Room
{
Name = { Value = "test name" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = new TestBeatmap(Ruleset.Value).BeatmapInfo },
Ruleset = { Value = Ruleset.Value }
}
}
};
}
public override void SetUpSteps()
{
base.SetUpSteps();
if (joinRoom)
{
AddStep("join room", () => RoomManager.CreateRoom(SelectedRoom.Value));
AddUntilStep("wait for room join", () => RoomJoined);
}
}
protected override OnlinePlayTestSceneDependencies CreateOnlinePlayDependencies() => new MultiplayerTestSceneDependencies();
}
}