1
0
mirror of https://github.com/ppy/osu.git synced 2024-09-21 22:47:24 +08:00
osu-lazer/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiplayerPlayer.cs
2022-07-01 19:49:27 +09:00

50 lines
1.6 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.
#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 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);
}
}
}