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Add multiplayer leave navigation tests
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@ -6,15 +6,20 @@ using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Overlays.Mods;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Screens.OnlinePlay.Components;
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using osu.Game.Screens.OnlinePlay.Match.Components;
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using osu.Game.Screens.OnlinePlay.Multiplayer;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
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using osu.Game.Tests.Resources;
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@ -159,6 +164,50 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddUntilStep("play started", () => !multiplayerScreen.IsCurrentScreen());
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}
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[Test]
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public void TestLeaveNavigation()
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{
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loadMultiplayer();
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createRoom(() => new Room
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{
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Name = { Value = "Test Room" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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AllowedMods = { new OsuModHidden() }
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}
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}
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});
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AddStep("open mod overlay", () => this.ChildrenOfType<PurpleTriangleButton>().ElementAt(2).Click());
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AddStep("invoke on back button", () => multiplayerScreen.OnBackButton());
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AddAssert("mod overlay is hidden", () => this.ChildrenOfType<LocalPlayerModSelectOverlay>().Single().State.Value == Visibility.Hidden);
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AddAssert("dialog overlay is hidden", () => DialogOverlay.State.Value == Visibility.Hidden);
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testLeave("lounge tab item", () => this.ChildrenOfType<BreadcrumbControl<IScreen>.BreadcrumbTabItem>().First().Click());
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testLeave("back button", () => multiplayerScreen.OnBackButton());
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// mimics home button and OS window close
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testLeave("forced exit", () => multiplayerScreen.Exit());
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void testLeave(string actionName, Action action)
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{
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AddStep($"leave via {actionName}", action);
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AddAssert("dialog overlay is visible", () => DialogOverlay.State.Value == Visibility.Visible);
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AddStep("close dialog overlay", () => InputManager.Key(Key.Escape));
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}
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}
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private void createRoom(Func<Room> room)
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{
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AddStep("open room", () =>
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@ -1,9 +1,11 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Game.Overlays;
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using osu.Game.Screens;
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namespace osu.Game.Tests.Visual
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@ -19,12 +21,16 @@ namespace osu.Game.Tests.Visual
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protected override Container<Drawable> Content => content;
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[Cached]
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protected DialogOverlay DialogOverlay { get; private set; }
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protected ScreenTestScene()
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{
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base.Content.AddRange(new Drawable[]
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{
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Stack = new OsuScreenStack { RelativeSizeAxes = Axes.Both },
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content = new Container { RelativeSizeAxes = Axes.Both }
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content = new Container { RelativeSizeAxes = Axes.Both },
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DialogOverlay = new DialogOverlay()
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});
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}
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