public void TestInsertedItemDoesNotRefreshAllOthers() { AddStep("change to round robin queue mode", () => MultiplayerClient.ChangeSettings(new MultiplayerRoomSettings { QueueMode = QueueMode.AllPlayersRoundRobin }).WaitSafely()); // Add a few items for the local user. addItemStep(); addItemStep(); addItemStep(); addItemStep(); addItemStep(); DrawableRoomPlaylistItem[] drawableItems = null; AddStep("get drawable items", () => drawableItems = this.ChildrenOfType <DrawableRoomPlaylistItem>().ToArray()); // Add 1 item for another user. AddStep("join second user", () => MultiplayerClient.AddUser(new APIUser { Id = 10 })); addItemStep(userId: 10); // New item inserted towards the top of the list. assertItemInQueueListStep(7, 1); AddAssert("all previous playlist items remained", () => drawableItems.All(this.ChildrenOfType <DrawableRoomPlaylistItem>().Contains)); }
public void TestSettingsUpdatedWhenChangingQueueMode() { AddStep("change queue mode", () => MultiplayerClient.ChangeSettings(new MultiplayerRoomSettings { QueueMode = QueueMode.AllPlayers }).WaitSafely()); AddUntilStep("api room updated", () => MultiplayerClient.APIRoom?.QueueMode.Value == QueueMode.AllPlayers); }
public void TestClickingReadyButtonUnReadiesDuringAutoStart() { AddStep("enable auto start", () => MultiplayerClient.ChangeSettings(new MultiplayerRoomSettings { AutoStartDuration = TimeSpan.FromMinutes(1) }).WaitSafely()); ClickButtonWhenEnabled <MultiplayerReadyButton>(); AddUntilStep("local user became ready", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready); ClickButtonWhenEnabled <MultiplayerReadyButton>(); AddUntilStep("local user became idle", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Idle); }
public new void SetUpSteps() { AddStep("import beatmap", () => { beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).WaitSafely(); importedSet = beatmaps.GetAllUsableBeatmapSets().First(); importedBeatmap = importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0); }); AddStep("change to all players mode", () => MultiplayerClient.ChangeSettings(new MultiplayerRoomSettings { QueueMode = QueueMode.AllPlayers }).WaitSafely()); }
public void TestItemsNotClearedWhenSwitchToHostOnlyMode() { addItem(() => OtherBeatmap); addItem(() => InitialBeatmap); // Move to the "other" beatmap. RunGameplay(); AddStep("change queue mode", () => MultiplayerClient.ChangeSettings(queueMode: QueueMode.HostOnly)); AddAssert("playlist has 3 items", () => MultiplayerClient.APIRoom?.Playlist.Count == 3); AddAssert("item 2 is not expired", () => MultiplayerClient.APIRoom?.Playlist[1].Expired == false); AddAssert("current item is the other beatmap", () => MultiplayerClient.Room?.Settings.PlaylistItemId == 2); }
public void TestCountdownButtonVisibilityWithAutoStartEnablement() { ClickButtonWhenEnabled <MultiplayerReadyButton>(); AddUntilStep("local user became ready", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready); AddUntilStep("countdown button visible", () => this.ChildrenOfType <MultiplayerCountdownButton>().Single().IsPresent); AddStep("enable auto start", () => MultiplayerClient.ChangeSettings(new MultiplayerRoomSettings { AutoStartDuration = TimeSpan.FromMinutes(1) }).WaitSafely()); ClickButtonWhenEnabled <MultiplayerReadyButton>(); AddUntilStep("local user became ready", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready); AddUntilStep("countdown button not visible", () => !this.ChildrenOfType <MultiplayerCountdownButton>().Single().IsPresent); }