public override void SetUpSteps() { base.SetUpSteps(); AddStep("import beatmap", () => { beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).Wait(); importedSet = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First(); }); AddStep("load multiplayer", () => LoadScreen(multiplayerScreenStack = new TestMultiplayerScreenStack())); AddUntilStep("wait for multiplayer to load", () => multiplayerScreenStack.IsLoaded); AddUntilStep("wait for lounge to load", () => this.ChildrenOfType <MultiplayerLoungeSubScreen>().FirstOrDefault()?.IsLoaded == true); }
public override void SetUpSteps() { base.SetUpSteps(); AddStep("import beatmap", () => { beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).Wait(); importedSet = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First(); InitialBeatmap = importedSet.Beatmaps.First(b => b.RulesetID == 0); OtherBeatmap = importedSet.Beatmaps.Last(b => b.RulesetID == 0); }); AddStep("load multiplayer", () => LoadScreen(multiplayerScreenStack = new TestMultiplayerScreenStack())); AddUntilStep("wait for multiplayer to load", () => multiplayerScreenStack.IsLoaded); AddUntilStep("wait for lounge to load", () => this.ChildrenOfType <MultiplayerLoungeSubScreen>().FirstOrDefault()?.IsLoaded == true); AddUntilStep("wait for lounge", () => multiplayerScreenStack.ChildrenOfType <LoungeSubScreen>().SingleOrDefault()?.IsLoaded == true); AddStep("open room", () => multiplayerScreenStack.ChildrenOfType <LoungeSubScreen>().Single().Open(new Room { Name = { Value = "Test Room" }, QueueMode = { Value = Mode }, Playlist = { new PlaylistItem { Beatmap ={ Value = InitialBeatmap }, Ruleset ={ Value = new OsuRuleset().RulesetInfo }, } } })); AddUntilStep("wait for room open", () => this.ChildrenOfType <MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true); AddWaitStep("wait for transition", 2); AddStep("create room", () => { InputManager.MoveMouseTo(this.ChildrenOfType <MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>().Single()); InputManager.Click(MouseButton.Left); }); AddUntilStep("wait for join", () => RoomManager.RoomJoined); }