public void TestListsClearedWhenRoomLeft() { addItemStep(); AddStep("finish current item", () => MultiplayerClient.FinishCurrentItem().WaitSafely()); AddStep("leave room", () => RoomManager.PartRoom()); AddUntilStep("wait for room part", () => !RoomJoined); AddUntilStep("item 0 not in lists", () => !inHistoryList(0) && !inQueueList(0)); AddUntilStep("item 1 not in lists", () => !inHistoryList(0) && !inQueueList(0)); }
public void TestQueueTabCount() { assertQueueTabCount(1); addItemStep(); assertQueueTabCount(2); addItemStep(); assertQueueTabCount(3); AddStep("finish current item", () => MultiplayerClient.FinishCurrentItem().WaitSafely()); assertQueueTabCount(2); AddStep("leave room", () => RoomManager.PartRoom()); AddUntilStep("wait for room part", () => !RoomJoined); assertQueueTabCount(0); }
public void TestExpiredItemsMoveToQueueList() { addItemStep(); addItemStep(); AddStep("finish current item", () => MultiplayerClient.FinishCurrentItem().WaitSafely()); assertItemInHistoryListStep(1, 0); assertItemInQueueListStep(2, 0); assertItemInQueueListStep(3, 1); AddStep("finish current item", () => MultiplayerClient.FinishCurrentItem().WaitSafely()); assertItemInHistoryListStep(2, 0); assertItemInHistoryListStep(1, 1); assertItemInQueueListStep(3, 0); AddStep("finish current item", () => MultiplayerClient.FinishCurrentItem().WaitSafely()); assertItemInHistoryListStep(3, 0); assertItemInHistoryListStep(2, 1); assertItemInHistoryListStep(1, 2); }