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osu-lazer/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiplayerGameplayLeaderboardTeams.cs
Dean Herbert 577e29351e Ensure players are always on both leaderboard teams
In a very rare case, the randomisation may cause all users to be on one
team, causing a test failure. The odds make it basically impossible, but
if adjusting the number of users in the test scene this can more readily
be hit.
2022-04-12 11:46:22 +09:00

59 lines
2.0 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 System.Linq;
using osu.Framework.Graphics;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Multiplayer.MatchTypes.TeamVersus;
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Screens.OnlinePlay.Multiplayer;
using osu.Game.Screens.Play.HUD;
namespace osu.Game.Tests.Visual.Multiplayer
{
public class TestSceneMultiplayerGameplayLeaderboardTeams : MultiplayerGameplayLeaderboardTestScene
{
private int team;
protected override MultiplayerRoomUser CreateUser(int userId)
{
var user = base.CreateUser(userId);
user.MatchState = new TeamVersusUserState
{
TeamID = team++ % 2
};
return user;
}
protected override MultiplayerGameplayLeaderboard CreateLeaderboard(OsuScoreProcessor scoreProcessor) =>
new MultiplayerGameplayLeaderboard(Ruleset.Value, scoreProcessor, MultiplayerUsers.ToArray())
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
};
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("Add external display components", () =>
{
LoadComponentAsync(new MatchScoreDisplay
{
Team1Score = { BindTarget = Leaderboard.TeamScores[0] },
Team2Score = { BindTarget = Leaderboard.TeamScores[1] }
}, Add);
LoadComponentAsync(new GameplayMatchScoreDisplay
{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
Team1Score = { BindTarget = Leaderboard.TeamScores[0] },
Team2Score = { BindTarget = Leaderboard.TeamScores[1] },
Expanded = { BindTarget = Leaderboard.Expanded },
}, Add);
});
}
}
}