public override void SetUpSteps() { base.SetUpSteps(); AddStep("import beatmap", () => { beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).Wait(); importedSet = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First(); }); AddStep("create multiplayer screen", () => multiplayerScreen = new TestMultiplayer()); AddStep("load dependencies", () => { client = new TestMultiplayerClient(multiplayerScreen.RoomManager); // The screen gets suspended so it stops receiving updates. Child = client; LoadScreen(dependenciesScreen = new DependenciesScreen(client)); }); AddUntilStep("wait for dependencies screen", () => Stack.CurrentScreen is DependenciesScreen); AddUntilStep("wait for dependencies to start load", () => dependenciesScreen.LoadState > LoadState.NotLoaded); AddUntilStep("wait for dependencies to load", () => dependenciesScreen.IsLoaded); AddStep("load multiplayer", () => LoadScreen(multiplayerScreen)); AddUntilStep("wait for multiplayer to load", () => multiplayerScreen.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(); }); AddStep("create multiplayer screen", () => multiplayerScreen = new TestMultiplayer()); AddStep("load dependencies", () => { client = new TestMultiplayerClient(multiplayerScreen.RoomManager); // The screen gets suspended so it stops receiving updates. Child = client; LoadScreen(dependenciesScreen = new DependenciesScreen(client)); }); AddUntilStep("wait for dependencies to load", () => dependenciesScreen.IsLoaded); AddStep("load multiplayer", () => LoadScreen(multiplayerScreen)); AddUntilStep("wait for multiplayer to load", () => multiplayerScreen.IsLoaded); }
public TestSceneMultiplayer() { var multi = new TestMultiplayer(); AddStep("show", () => LoadScreen(multi)); AddUntilStep("wait for loaded", () => multi.IsLoaded); }
private void loadMultiplayer() { AddStep("show", () => { multiplayerScreen = new TestMultiplayer(); // Needs to be added at a higher level since the multiplayer screen becomes non-current. Child = multiplayerScreen.Client; LoadScreen(multiplayerScreen); }); AddUntilStep("wait for loaded", () => multiplayerScreen.IsLoaded); }
public TestMultiplayerScreenStack() { multiplayerScreen = new TestMultiplayer(); InternalChildren = new Drawable[] { Client = new TestMultiplayerClient(RoomManager), screenStack = new OsuScreenStack { RelativeSizeAxes = Axes.Both } }; screenStack.Push(multiplayerScreen); }
public TestMultiplayerComponents() { multiplayerScreen = new TestMultiplayer(); InternalChildren = new Drawable[] { userLookupCache, beatmapLookupCache, MultiplayerClient = new TestMultiplayerClient(RoomManager), screenStack = new OsuScreenStack { Name = nameof(TestMultiplayerComponents), RelativeSizeAxes = Axes.Both } }; screenStack.Push(multiplayerScreen); }
private void loadMultiplayer() { AddStep("create multiplayer screen", () => multiplayerScreen = new TestMultiplayer()); AddStep("load dependencies", () => { client = new TestMultiplayerClient(multiplayerScreen.RoomManager); // The screen gets suspended so it stops receiving updates. Child = client; LoadScreen(dependenciesScreen = new DependenciesScreen(client)); }); AddUntilStep("wait for dependencies to load", () => dependenciesScreen.IsLoaded); AddStep("load multiplayer", () => LoadScreen(multiplayerScreen)); AddUntilStep("wait for multiplayer to load", () => multiplayerScreen.IsLoaded); }