From 0a5a3415f8e5a54374f22f841a10850aea1a1430 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Wed, 13 Apr 2022 20:28:53 +0900 Subject: [PATCH] Setup host switching and avoid starting gameplay --- .../Multiplayer/TestSceneMatchStartControl.cs | 47 ++++++++++++------- 1 file changed, 31 insertions(+), 16 deletions(-) diff --git a/osu.Game.Tests/Visual/Multiplayer/TestSceneMatchStartControl.cs b/osu.Game.Tests/Visual/Multiplayer/TestSceneMatchStartControl.cs index dabf8c5267..dccfd98c4d 100644 --- a/osu.Game.Tests/Visual/Multiplayer/TestSceneMatchStartControl.cs +++ b/osu.Game.Tests/Visual/Multiplayer/TestSceneMatchStartControl.cs @@ -3,6 +3,7 @@ using System; using System.Linq; +using System.Threading.Tasks; using Moq; using NUnit.Framework; using osu.Framework.Allocation; @@ -11,6 +12,7 @@ using osu.Framework.Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Cursor; using osu.Framework.Graphics.UserInterface; +using osu.Framework.Logging; using osu.Framework.Testing; using osu.Framework.Utils; using osu.Game.Graphics.UserInterface; @@ -62,18 +64,22 @@ namespace osu.Game.Tests.Visual.Multiplayer multiplayerClient.Setup(m => m.ChangeState(It.IsAny())) .Callback((MultiplayerUserState r) => { + Logger.Log($"Changing local user state from {localUser.State} to {r}"); localUser.State = r; raiseRoomUpdated(); }); + // We don't want to have to handle entering into actual gameplay in this test. + // Returning a failed task should always allow the button to always stay in a clickable state. + multiplayerClient.Setup(m => m.StartMatch()).Returns(Task.FromException(new InvalidOperationException())); + multiplayerClient.Setup(m => m.SendMatchRequest(It.IsAny())) .Callback((MatchUserRequest request) => { switch (request) { case StartMatchCountdownRequest countdownStart: - multiplayerRoom.Countdown = new MatchStartCountdown { TimeRemaining = countdownStart.Duration }; - raiseRoomUpdated(); + setRoomCountdown(countdownStart.Duration); break; case StopCountdownRequest _: @@ -110,16 +116,16 @@ namespace osu.Game.Tests.Visual.Multiplayer CurrentPlaylistItem = { Value = playlistItem } }; + localUser = new MultiplayerRoomUser(API.LocalUser.Value.Id) { User = API.LocalUser.Value }; + multiplayerRoom = new MultiplayerRoom(0) { Playlist = { new MultiplayerPlaylistItem(playlistItem), }, - Users = - { - (localUser = new MultiplayerRoomUser(API.LocalUser.Value.Id) { User = API.LocalUser.Value }), - } + Users = { localUser }, + Host = localUser, }; }); @@ -160,6 +166,7 @@ namespace osu.Game.Tests.Visual.Multiplayer { ClickButtonWhenEnabled(); AddUntilStep("countdown button shown", () => this.ChildrenOfType().SingleOrDefault()?.IsPresent == true); + ClickButtonWhenEnabled(); AddStep("click the first countdown button", () => { @@ -192,19 +199,15 @@ namespace osu.Game.Tests.Visual.Multiplayer [Test] public void TestReadyAndUnReadyDuringCountdown() { - AddStep("add second user as host", () => - { - addUser(new APIUser { Id = 2, Username = "Another user" }); - multiplayerClient.Object.TransferHost(2); - }); + AddStep("add second user as host", () => addUser(new APIUser { Id = 2, Username = "Another user" }, true)); - AddStep("start with countdown", () => multiplayerClient.Object.SendMatchRequest(new StartMatchCountdownRequest { Duration = TimeSpan.FromMinutes(2) }).WaitSafely()); + AddStep("start countdown", () => setRoomCountdown(TimeSpan.FromMinutes(1))); ClickButtonWhenEnabled(); - AddUntilStep("user is ready", () => multiplayerClient.Object.Room?.Users[0].State == MultiplayerUserState.Ready); + AddUntilStep("user is ready", () => localUser.State == MultiplayerUserState.Ready); ClickButtonWhenEnabled(); - AddUntilStep("user is idle", () => multiplayerClient.Object.Room?.Users[0].State == MultiplayerUserState.Idle); + AddUntilStep("user is idle", () => localUser.State == MultiplayerUserState.Idle); } [Test] @@ -398,15 +401,27 @@ namespace osu.Game.Tests.Visual.Multiplayer AddUntilStep("ready button enabled", () => control.ChildrenOfType().Single().Enabled.Value); } + private void setRoomCountdown(TimeSpan duration) + { + multiplayerRoom.Countdown = new MatchStartCountdown { TimeRemaining = duration }; + raiseRoomUpdated(); + } + private void changeUserState(int userId, MultiplayerUserState newState) { multiplayerRoom.Users.Single(u => u.UserID == userId).State = newState; raiseRoomUpdated(); } - private void addUser(APIUser user) + private void addUser(APIUser user, bool asHost = false) { - multiplayerRoom.Users.Add(new MultiplayerRoomUser(user.Id) { User = user }); + var multiplayerRoomUser = new MultiplayerRoomUser(user.Id) { User = user }; + + multiplayerRoom.Users.Add(multiplayerRoomUser); + + if (asHost) + multiplayerRoom.Host = multiplayerRoomUser; + raiseRoomUpdated(); }