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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic ;
using System.Linq ;
using NUnit.Framework ;
using osu.Framework.Testing ;
using osu.Framework.Timing ;
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using osu.Game.Online.API.Requests.Responses ;
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using osu.Game.Online.Multiplayer ;
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using osu.Game.Rulesets.Osu.Scoring ;
using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate ;
using osu.Game.Screens.Play.HUD ;
namespace osu.Game.Tests.Visual.Multiplayer
{
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public class TestSceneMultiSpectatorLeaderboard : MultiplayerTestScene
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{
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private Dictionary < int , ManualClock > clocks ;
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private MultiSpectatorLeaderboard leaderboard ;
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[SetUpSteps]
public new void SetUpSteps ( )
{
AddStep ( "reset" , ( ) = >
{
Clear ( ) ;
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clocks = new Dictionary < int , ManualClock >
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{
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{ PLAYER_1_ID , new ManualClock ( ) } ,
{ PLAYER_2_ID , new ManualClock ( ) }
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} ;
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foreach ( ( int userId , var _ ) in clocks )
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{
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SpectatorClient . StartPlay ( userId , 0 ) ;
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OnlinePlayDependencies . Client . AddUser ( new APIUser { Id = userId } ) ;
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}
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} ) ;
AddStep ( "create leaderboard" , ( ) = >
{
Beatmap . Value = CreateWorkingBeatmap ( Ruleset . Value ) ;
var playable = Beatmap . Value . GetPlayableBeatmap ( Ruleset . Value ) ;
var scoreProcessor = new OsuScoreProcessor ( ) ;
scoreProcessor . ApplyBeatmap ( playable ) ;
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LoadComponentAsync ( leaderboard = new MultiSpectatorLeaderboard ( scoreProcessor , clocks . Keys . Select ( id = > new MultiplayerRoomUser ( id ) ) . ToArray ( ) ) { Expanded = { Value = true } } , Add ) ;
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} ) ;
AddUntilStep ( "wait for load" , ( ) = > leaderboard . IsLoaded ) ;
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AddUntilStep ( "wait for user population" , ( ) = > leaderboard . ChildrenOfType < GameplayLeaderboardScore > ( ) . Count ( ) = = 2 ) ;
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AddStep ( "add clock sources" , ( ) = >
{
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foreach ( ( int userId , var clock ) in clocks )
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leaderboard . AddClock ( userId , clock ) ;
} ) ;
}
[Test]
public void TestLeaderboardTracksCurrentTime ( )
{
AddStep ( "send frames" , ( ) = >
{
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// For player 1, send frames in sets of 1.
// For player 2, send frames in sets of 10.
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for ( int i = 0 ; i < 100 ; i + + )
{
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SpectatorClient . SendFrames ( PLAYER_1_ID , 1 ) ;
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if ( i % 10 = = 0 )
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SpectatorClient . SendFrames ( PLAYER_2_ID , 10 ) ;
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}
} ) ;
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assertCombo ( PLAYER_1_ID , 1 ) ;
assertCombo ( PLAYER_2_ID , 10 ) ;
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// Advance to a point where only user player 1's frame changes.
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setTime ( 500 ) ;
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assertCombo ( PLAYER_1_ID , 5 ) ;
assertCombo ( PLAYER_2_ID , 10 ) ;
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// Advance to a point where both user's frame changes.
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setTime ( 1100 ) ;
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assertCombo ( PLAYER_1_ID , 11 ) ;
assertCombo ( PLAYER_2_ID , 20 ) ;
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// Advance user player 2 only to a point where its frame changes.
setTime ( PLAYER_2_ID , 2100 ) ;
assertCombo ( PLAYER_1_ID , 11 ) ;
assertCombo ( PLAYER_2_ID , 30 ) ;
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// Advance both users beyond their last frame
setTime ( 101 * 100 ) ;
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assertCombo ( PLAYER_1_ID , 100 ) ;
assertCombo ( PLAYER_2_ID , 100 ) ;
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}
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[Test]
public void TestNoFrames ( )
{
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assertCombo ( PLAYER_1_ID , 0 ) ;
assertCombo ( PLAYER_2_ID , 0 ) ;
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}
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private void setTime ( double time ) = > AddStep ( $"set time {time}" , ( ) = >
{
foreach ( var ( _ , clock ) in clocks )
clock . CurrentTime = time ;
} ) ;
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private void setTime ( int userId , double time )
= > AddStep ( $"set user {userId} time {time}" , ( ) = > clocks [ userId ] . CurrentTime = time ) ;
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private void assertCombo ( int userId , int expectedCombo )
= > AddUntilStep ( $"player {userId} has {expectedCombo} combo" , ( ) = > this . ChildrenOfType < GameplayLeaderboardScore > ( ) . Single ( s = > s . User ? . Id = = userId ) . Combo . Value = = expectedCombo ) ;
}
}