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https://github.com/ppy/osu
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Merge pull request #17802 from peppy/match-start-control-test-refactor
Refactor `TestSceneMatchStartControl` to avoid usage of `TestMultiplayerClient`
This commit is contained in:
commit
792ee3d171
@ -3,80 +3,155 @@
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using System;
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using System.Linq;
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using Moq;
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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.Bindables;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Platform;
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using osu.Framework.Logging;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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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.API.Requests.Responses;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Multiplayer.Countdown;
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using osu.Game.Online.Rooms;
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using osu.Game.Rulesets;
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using osu.Game.Screens.OnlinePlay;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
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using osu.Game.Tests.Resources;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Multiplayer
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{
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public class TestSceneMatchStartControl : MultiplayerTestScene
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public class TestSceneMatchStartControl : OsuManualInputManagerTestScene
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{
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private readonly Mock<MultiplayerClient> multiplayerClient = new Mock<MultiplayerClient>();
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private readonly Mock<OnlinePlayBeatmapAvailabilityTracker> availabilityTracker = new Mock<OnlinePlayBeatmapAvailabilityTracker>();
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private readonly Bindable<BeatmapAvailability> beatmapAvailability = new Bindable<BeatmapAvailability>();
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private readonly Bindable<Room> room = new Bindable<Room>();
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private MultiplayerRoom multiplayerRoom;
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private MultiplayerRoomUser localUser;
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private OngoingOperationTracker ongoingOperationTracker;
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private PopoverContainer content;
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private MatchStartControl control;
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private BeatmapSetInfo importedSet;
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private readonly Bindable<PlaylistItem> selectedItem = new Bindable<PlaylistItem>();
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private OsuButton readyButton => control.ChildrenOfType<OsuButton>().Single();
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private BeatmapManager beatmaps;
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private RulesetStore rulesets;
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) =>
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new CachedModelDependencyContainer<Room>(base.CreateChildDependencies(parent)) { Model = { BindTarget = room } };
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[BackgroundDependencyLoader]
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private void load(GameHost host, AudioManager audio)
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private void load()
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{
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Dependencies.Cache(rulesets = new RealmRulesetStore(Realm));
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Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, Realm, rulesets, null, audio, Resources, host, Beatmap.Default));
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Dependencies.Cache(Realm);
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Dependencies.CacheAs(multiplayerClient.Object);
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Dependencies.CacheAs(ongoingOperationTracker = new OngoingOperationTracker());
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Dependencies.CacheAs(availabilityTracker.Object);
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availabilityTracker.SetupGet(a => a.Availability).Returns(beatmapAvailability);
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multiplayerClient.SetupGet(m => m.LocalUser).Returns(() => localUser);
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multiplayerClient.SetupGet(m => m.Room).Returns(() => multiplayerRoom);
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// By default, the local user is to be the host.
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multiplayerClient.SetupGet(m => m.IsHost).Returns(() => ReferenceEquals(multiplayerRoom.Host, localUser));
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// Assume all state changes are accepted by the server.
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multiplayerClient.Setup(m => m.ChangeState(It.IsAny<MultiplayerUserState>()))
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.Callback((MultiplayerUserState r) =>
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{
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Logger.Log($"Changing local user state from {localUser.State} to {r}");
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localUser.State = r;
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raiseRoomUpdated();
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});
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multiplayerClient.Setup(m => m.StartMatch())
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.Callback(() =>
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{
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multiplayerClient.Raise(m => m.LoadRequested -= null);
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// immediately "end" gameplay, as we don't care about that part of the process.
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changeUserState(localUser.UserID, MultiplayerUserState.Idle);
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});
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multiplayerClient.Setup(m => m.SendMatchRequest(It.IsAny<MatchUserRequest>()))
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.Callback((MatchUserRequest request) =>
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{
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switch (request)
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{
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case StartMatchCountdownRequest countdownStart:
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setRoomCountdown(countdownStart.Duration);
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break;
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case StopCountdownRequest _:
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multiplayerRoom.Countdown = null;
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raiseRoomUpdated();
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break;
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}
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});
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Children = new Drawable[]
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{
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ongoingOperationTracker,
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content = new PopoverContainer { RelativeSizeAxes = Axes.Both }
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};
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}
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[SetUp]
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public new void Setup() => Schedule(() =>
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[SetUpSteps]
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public void SetUpSteps()
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{
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AvailabilityTracker.SelectedItem.BindTo(selectedItem);
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beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).WaitSafely();
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importedSet = beatmaps.GetAllUsableBeatmapSets().First();
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Beatmap.Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First());
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selectedItem.Value = new PlaylistItem(Beatmap.Value.BeatmapInfo)
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AddStep("reset state", () =>
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{
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RulesetID = Beatmap.Value.BeatmapInfo.Ruleset.OnlineID
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};
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multiplayerClient.Invocations.Clear();
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Child = new PopoverContainer
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beatmapAvailability.Value = BeatmapAvailability.LocallyAvailable();
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var playlistItem = new PlaylistItem(Beatmap.Value.BeatmapInfo)
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{
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RulesetID = Beatmap.Value.BeatmapInfo.Ruleset.OnlineID
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};
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room.Value = new Room
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{
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Playlist = { playlistItem },
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CurrentPlaylistItem = { Value = playlistItem }
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};
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localUser = new MultiplayerRoomUser(API.LocalUser.Value.Id) { User = API.LocalUser.Value };
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multiplayerRoom = new MultiplayerRoom(0)
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{
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Playlist =
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{
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new MultiplayerPlaylistItem(playlistItem),
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},
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Users = { localUser },
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Host = localUser,
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};
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});
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AddStep("create control", () =>
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{
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RelativeSizeAxes = Axes.Both,
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Child = control = new MatchStartControl
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content.Child = control = new MatchStartControl
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(250, 50),
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}
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};
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});
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};
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});
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}
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[Test]
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public void TestStartWithCountdown()
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{
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("countdown button shown", () => this.ChildrenOfType<MultiplayerCountdownButton>().SingleOrDefault()?.IsPresent == true);
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ClickButtonWhenEnabled<MultiplayerCountdownButton>();
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AddStep("click the first countdown button", () =>
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{
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@ -85,8 +160,12 @@ namespace osu.Game.Tests.Visual.Multiplayer
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InputManager.Click(MouseButton.Left);
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});
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AddStep("finish countdown", () => MultiplayerClient.SkipToEndOfCountdown());
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AddUntilStep("match started", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.WaitingForLoad);
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AddStep("check request received", () =>
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{
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multiplayerClient.Verify(m => m.SendMatchRequest(It.Is<StartMatchCountdownRequest>(req =>
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req.Duration == TimeSpan.FromSeconds(10)
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)), Times.Once);
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});
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}
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[Test]
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@ -94,6 +173,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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{
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("countdown button shown", () => this.ChildrenOfType<MultiplayerCountdownButton>().SingleOrDefault()?.IsPresent == true);
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ClickButtonWhenEnabled<MultiplayerCountdownButton>();
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AddStep("click the first countdown button", () =>
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{
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@ -102,6 +182,13 @@ namespace osu.Game.Tests.Visual.Multiplayer
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InputManager.Click(MouseButton.Left);
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});
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AddStep("check request received", () =>
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{
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multiplayerClient.Verify(m => m.SendMatchRequest(It.Is<StartMatchCountdownRequest>(req =>
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req.Duration == TimeSpan.FromSeconds(10)
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)), Times.Once);
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});
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ClickButtonWhenEnabled<MultiplayerCountdownButton>();
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AddStep("click the cancel button", () =>
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{
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@ -110,41 +197,39 @@ namespace osu.Game.Tests.Visual.Multiplayer
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InputManager.Click(MouseButton.Left);
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});
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AddStep("finish countdown", () => MultiplayerClient.SkipToEndOfCountdown());
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AddUntilStep("match not started", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready);
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AddStep("check request received", () =>
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{
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multiplayerClient.Verify(m => m.SendMatchRequest(It.IsAny<StopCountdownRequest>()), Times.Once);
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});
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}
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[Test]
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public void TestReadyAndUnReadyDuringCountdown()
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{
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AddStep("add second user as host", () =>
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{
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MultiplayerClient.AddUser(new APIUser { Id = 2, Username = "Another user" });
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MultiplayerClient.TransferHost(2);
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});
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AddStep("add second user as host", () => addUser(new APIUser { Id = 2, Username = "Another user" }, true));
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AddStep("start with countdown", () => MultiplayerClient.SendMatchRequest(new StartMatchCountdownRequest { Duration = TimeSpan.FromMinutes(2) }).WaitSafely());
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AddStep("start countdown", () => setRoomCountdown(TimeSpan.FromMinutes(1)));
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("user is ready", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Ready);
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checkLocalUserState(MultiplayerUserState.Ready);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("user is idle", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Idle);
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checkLocalUserState(MultiplayerUserState.Idle);
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}
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[Test]
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public void TestCountdownWhileSpectating()
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{
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AddStep("set spectating", () => MultiplayerClient.ChangeUserState(API.LocalUser.Value.OnlineID, MultiplayerUserState.Spectating));
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AddUntilStep("local user is spectating", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Spectating);
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AddStep("set spectating", () => changeUserState(API.LocalUser.Value.OnlineID, MultiplayerUserState.Spectating));
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checkLocalUserState(MultiplayerUserState.Spectating);
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AddAssert("countdown button is visible", () => this.ChildrenOfType<MultiplayerCountdownButton>().Single().IsPresent);
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AddAssert("countdown button enabled", () => this.ChildrenOfType<MultiplayerCountdownButton>().Single().Enabled.Value);
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AddStep("add second user", () => MultiplayerClient.AddUser(new APIUser { Id = 2, Username = "Another user" }));
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AddStep("add second user", () => addUser(new APIUser { Id = 2, Username = "Another user" }));
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AddAssert("countdown button enabled", () => this.ChildrenOfType<MultiplayerCountdownButton>().Single().Enabled.Value);
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AddStep("set second user ready", () => MultiplayerClient.ChangeUserState(2, MultiplayerUserState.Ready));
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AddStep("set second user ready", () => changeUserState(2, MultiplayerUserState.Ready));
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AddAssert("countdown button enabled", () => this.ChildrenOfType<MultiplayerCountdownButton>().Single().Enabled.Value);
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}
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@ -153,60 +238,54 @@ namespace osu.Game.Tests.Visual.Multiplayer
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{
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AddStep("add second user as host", () =>
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{
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MultiplayerClient.AddUser(new APIUser { Id = 2, Username = "Another user" });
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MultiplayerClient.TransferHost(2);
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addUser(new APIUser { Id = 2, Username = "Another user" }, true);
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});
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AddStep("start countdown", () => MultiplayerClient.SendMatchRequest(new StartMatchCountdownRequest { Duration = TimeSpan.FromMinutes(1) }).WaitSafely());
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AddUntilStep("countdown started", () => MultiplayerClient.Room?.Countdown != null);
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AddStep("start countdown", () => multiplayerClient.Object.SendMatchRequest(new StartMatchCountdownRequest { Duration = TimeSpan.FromMinutes(1) }).WaitSafely());
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AddUntilStep("countdown started", () => multiplayerRoom.Countdown != null);
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AddStep("transfer host to local user", () => MultiplayerClient.TransferHost(API.LocalUser.Value.OnlineID));
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AddUntilStep("local user is host", () => MultiplayerClient.Room?.Host?.Equals(MultiplayerClient.LocalUser) == true);
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AddStep("transfer host to local user", () => transferHost(localUser));
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AddUntilStep("local user is host", () => multiplayerRoom.Host?.Equals(multiplayerClient.Object.LocalUser) == true);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("local user became ready", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready);
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AddAssert("countdown still active", () => MultiplayerClient.Room?.Countdown != null);
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checkLocalUserState(MultiplayerUserState.Ready);
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AddAssert("countdown still active", () => multiplayerRoom.Countdown != null);
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}
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[Test]
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public void TestCountdownButtonVisibilityWithAutoStartEnablement()
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public void TestCountdownButtonVisibilityWithAutoStart()
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{
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("local user became ready", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready);
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checkLocalUserState(MultiplayerUserState.Ready);
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AddUntilStep("countdown button visible", () => this.ChildrenOfType<MultiplayerCountdownButton>().Single().IsPresent);
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AddStep("enable auto start", () => MultiplayerClient.ChangeSettings(new MultiplayerRoomSettings { AutoStartDuration = TimeSpan.FromMinutes(1) }).WaitSafely());
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AddStep("enable auto start", () => changeRoomSettings(new MultiplayerRoomSettings { AutoStartDuration = TimeSpan.FromMinutes(1) }));
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("local user became ready", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready);
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checkLocalUserState(MultiplayerUserState.Ready);
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AddUntilStep("countdown button not visible", () => !this.ChildrenOfType<MultiplayerCountdownButton>().Single().IsPresent);
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}
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[Test]
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public void TestClickingReadyButtonUnReadiesDuringAutoStart()
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{
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AddStep("enable auto start", () => MultiplayerClient.ChangeSettings(new MultiplayerRoomSettings { AutoStartDuration = TimeSpan.FromMinutes(1) }).WaitSafely());
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AddStep("enable auto start", () => changeRoomSettings(new MultiplayerRoomSettings { AutoStartDuration = TimeSpan.FromMinutes(1) }));
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("local user became ready", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready);
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checkLocalUserState(MultiplayerUserState.Ready);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("local user became idle", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Idle);
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checkLocalUserState(MultiplayerUserState.Idle);
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}
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[Test]
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public void TestDeletedBeatmapDisableReady()
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{
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OsuButton readyButton = null;
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AddUntilStep("ready button enabled", () => readyButton.Enabled.Value);
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AddUntilStep("ensure ready button enabled", () =>
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{
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readyButton = control.ChildrenOfType<OsuButton>().Single();
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return readyButton.Enabled.Value;
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});
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AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
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AddStep("mark beatmap not available", () => beatmapAvailability.Value = BeatmapAvailability.NotDownloaded());
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AddUntilStep("ready button disabled", () => !readyButton.Enabled.Value);
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AddStep("undelete beatmap", () => beatmaps.Undelete(importedSet));
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AddStep("mark beatmap available", () => beatmapAvailability.Value = BeatmapAvailability.LocallyAvailable());
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AddUntilStep("ready button enabled back", () => readyButton.Enabled.Value);
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}
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@ -215,31 +294,25 @@ namespace osu.Game.Tests.Visual.Multiplayer
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{
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AddStep("add second user as host", () =>
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{
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MultiplayerClient.AddUser(new APIUser { Id = 2, Username = "Another user" });
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MultiplayerClient.TransferHost(2);
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addUser(new APIUser { Id = 2, Username = "Another user" }, true);
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});
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("user is ready", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Ready);
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checkLocalUserState(MultiplayerUserState.Ready);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("user is idle", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Idle);
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checkLocalUserState(MultiplayerUserState.Idle);
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}
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[TestCase(true)]
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[TestCase(false)]
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public void TestToggleStateWhenHost(bool allReady)
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{
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AddStep("setup", () =>
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{
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MultiplayerClient.TransferHost(MultiplayerClient.Room?.Users[0].UserID ?? 0);
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if (!allReady)
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MultiplayerClient.AddUser(new APIUser { Id = 2, Username = "Another user" });
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});
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if (!allReady)
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AddStep("add other user", () => addUser(new APIUser { Id = 2, Username = "Another user" }));
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("user is ready", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Ready);
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checkLocalUserState(MultiplayerUserState.Ready);
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verifyGameplayStartFlow();
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}
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@ -249,12 +322,12 @@ namespace osu.Game.Tests.Visual.Multiplayer
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{
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AddStep("add host", () =>
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{
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MultiplayerClient.AddUser(new APIUser { Id = 2, Username = "Another user" });
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MultiplayerClient.TransferHost(2);
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addUser(new APIUser { Id = 2, Username = "Another user" }, true);
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});
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddStep("make user host", () => MultiplayerClient.TransferHost(MultiplayerClient.Room?.Users[0].UserID ?? 0));
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AddStep("make local user host", () => transferHost(localUser));
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verifyGameplayStartFlow();
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}
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@ -264,18 +337,17 @@ namespace osu.Game.Tests.Visual.Multiplayer
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{
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AddStep("setup", () =>
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{
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MultiplayerClient.TransferHost(MultiplayerClient.Room?.Users[0].UserID ?? 0);
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MultiplayerClient.AddUser(new APIUser { Id = 2, Username = "Another user" });
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addUser(new APIUser { Id = 2, Username = "Another user" });
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});
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("user is ready", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Ready);
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checkLocalUserState(MultiplayerUserState.Ready);
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AddStep("transfer host", () => MultiplayerClient.TransferHost(MultiplayerClient.Room?.Users[1].UserID ?? 0));
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AddStep("transfer host", () => transferHost(multiplayerRoom.Users[1]));
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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||||
AddUntilStep("user is idle (match not started)", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Idle);
|
||||
AddUntilStep("ready button enabled", () => control.ChildrenOfType<OsuButton>().Single().Enabled.Value);
|
||||
checkLocalUserState(MultiplayerUserState.Idle);
|
||||
AddUntilStep("ready button enabled", () => readyButton.Enabled.Value);
|
||||
}
|
||||
|
||||
[TestCase(true)]
|
||||
@ -283,44 +355,83 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
||||
public void TestManyUsersChangingState(bool isHost)
|
||||
{
|
||||
const int users = 10;
|
||||
AddStep("setup", () =>
|
||||
{
|
||||
MultiplayerClient.TransferHost(MultiplayerClient.Room?.Users[0].UserID ?? 0);
|
||||
for (int i = 0; i < users; i++)
|
||||
MultiplayerClient.AddUser(new APIUser { Id = i, Username = "Another user" });
|
||||
});
|
||||
|
||||
if (!isHost)
|
||||
AddStep("transfer host", () => MultiplayerClient.TransferHost(2));
|
||||
AddStep("add many users", () =>
|
||||
{
|
||||
for (int i = 0; i < users; i++)
|
||||
addUser(new APIUser { Id = i, Username = "Another user" }, !isHost && i == 2);
|
||||
});
|
||||
|
||||
ClickButtonWhenEnabled<MultiplayerReadyButton>();
|
||||
|
||||
AddRepeatStep("change user ready state", () =>
|
||||
{
|
||||
MultiplayerClient.ChangeUserState(RNG.Next(0, users), RNG.NextBool() ? MultiplayerUserState.Ready : MultiplayerUserState.Idle);
|
||||
changeUserState(RNG.Next(0, users), RNG.NextBool() ? MultiplayerUserState.Ready : MultiplayerUserState.Idle);
|
||||
}, 20);
|
||||
|
||||
AddRepeatStep("ready all users", () =>
|
||||
{
|
||||
var nextUnready = MultiplayerClient.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle);
|
||||
var nextUnready = multiplayerRoom.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle);
|
||||
if (nextUnready != null)
|
||||
MultiplayerClient.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Ready);
|
||||
changeUserState(nextUnready.UserID, MultiplayerUserState.Ready);
|
||||
}, users);
|
||||
}
|
||||
|
||||
private void verifyGameplayStartFlow()
|
||||
{
|
||||
AddUntilStep("user is ready", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Ready);
|
||||
checkLocalUserState(MultiplayerUserState.Ready);
|
||||
ClickButtonWhenEnabled<MultiplayerReadyButton>();
|
||||
AddUntilStep("user waiting for load", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.WaitingForLoad);
|
||||
|
||||
AddStep("finish gameplay", () =>
|
||||
{
|
||||
MultiplayerClient.ChangeUserState(MultiplayerClient.Room?.Users[0].UserID ?? 0, MultiplayerUserState.Loaded);
|
||||
MultiplayerClient.ChangeUserState(MultiplayerClient.Room?.Users[0].UserID ?? 0, MultiplayerUserState.FinishedPlay);
|
||||
});
|
||||
|
||||
AddUntilStep("ready button enabled", () => control.ChildrenOfType<OsuButton>().Single().Enabled.Value);
|
||||
AddStep("check start request received", () => multiplayerClient.Verify(m => m.StartMatch(), Times.Once));
|
||||
}
|
||||
|
||||
private void checkLocalUserState(MultiplayerUserState state) =>
|
||||
AddUntilStep($"local user is {state}", () => localUser.State == state);
|
||||
|
||||
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, bool asHost = false)
|
||||
{
|
||||
var multiplayerRoomUser = new MultiplayerRoomUser(user.Id) { User = user };
|
||||
|
||||
multiplayerRoom.Users.Add(multiplayerRoomUser);
|
||||
|
||||
if (asHost)
|
||||
transferHost(multiplayerRoomUser);
|
||||
|
||||
raiseRoomUpdated();
|
||||
}
|
||||
|
||||
private void transferHost(MultiplayerRoomUser user)
|
||||
{
|
||||
multiplayerRoom.Host = user;
|
||||
raiseRoomUpdated();
|
||||
}
|
||||
|
||||
private void changeRoomSettings(MultiplayerRoomSettings settings)
|
||||
{
|
||||
multiplayerRoom.Settings = settings;
|
||||
|
||||
// Changing settings should reset all user ready statuses.
|
||||
foreach (var user in multiplayerRoom.Users)
|
||||
{
|
||||
if (user.State == MultiplayerUserState.Ready)
|
||||
user.State = MultiplayerUserState.Idle;
|
||||
}
|
||||
|
||||
raiseRoomUpdated();
|
||||
}
|
||||
|
||||
private void raiseRoomUpdated() => multiplayerClient.Raise(m => m.RoomUpdated -= null);
|
||||
}
|
||||
}
|
||||
|
@ -67,7 +67,7 @@ namespace osu.Game.Online.Multiplayer
|
||||
/// <summary>
|
||||
/// Invoked when the multiplayer server requests the current beatmap to be loaded into play.
|
||||
/// </summary>
|
||||
public event Action? LoadRequested;
|
||||
public virtual event Action? LoadRequested;
|
||||
|
||||
/// <summary>
|
||||
/// Invoked when the multiplayer server requests gameplay to be started.
|
||||
@ -114,12 +114,12 @@ namespace osu.Game.Online.Multiplayer
|
||||
/// <summary>
|
||||
/// The <see cref="MultiplayerRoomUser"/> corresponding to the local player, if available.
|
||||
/// </summary>
|
||||
public MultiplayerRoomUser? LocalUser => Room?.Users.SingleOrDefault(u => u.User?.Id == API.LocalUser.Value.Id);
|
||||
public virtual MultiplayerRoomUser? LocalUser => Room?.Users.SingleOrDefault(u => u.User?.Id == API.LocalUser.Value.Id);
|
||||
|
||||
/// <summary>
|
||||
/// Whether the <see cref="LocalUser"/> is the host in <see cref="Room"/>.
|
||||
/// </summary>
|
||||
public bool IsHost
|
||||
public virtual bool IsHost
|
||||
{
|
||||
get
|
||||
{
|
||||
|
@ -25,7 +25,7 @@ namespace osu.Game.Online.Rooms
|
||||
/// This differs from a regular download tracking composite as this accounts for the
|
||||
/// databased beatmap set's checksum, to disallow from playing with an altered version of the beatmap.
|
||||
/// </summary>
|
||||
public sealed class OnlinePlayBeatmapAvailabilityTracker : CompositeDrawable
|
||||
public class OnlinePlayBeatmapAvailabilityTracker : CompositeDrawable
|
||||
{
|
||||
public readonly IBindable<PlaylistItem> SelectedItem = new Bindable<PlaylistItem>();
|
||||
|
||||
@ -41,7 +41,7 @@ namespace osu.Game.Online.Rooms
|
||||
/// <summary>
|
||||
/// The availability state of the currently selected playlist item.
|
||||
/// </summary>
|
||||
public IBindable<BeatmapAvailability> Availability => availability;
|
||||
public virtual IBindable<BeatmapAvailability> Availability => availability;
|
||||
|
||||
private readonly Bindable<BeatmapAvailability> availability = new Bindable<BeatmapAvailability>(BeatmapAvailability.NotDownloaded());
|
||||
|
||||
|
@ -7,19 +7,16 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Development;
|
||||
using osu.Framework.Extensions;
|
||||
using osu.Game.Online.API;
|
||||
using osu.Game.Online.API.Requests.Responses;
|
||||
using osu.Game.Online.Multiplayer;
|
||||
using osu.Game.Online.Multiplayer.Countdown;
|
||||
using osu.Game.Online.Multiplayer.MatchTypes.TeamVersus;
|
||||
using osu.Game.Online.Rooms;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using APIUser = osu.Game.Online.API.Requests.Responses.APIUser;
|
||||
|
||||
namespace osu.Game.Tests.Visual.Multiplayer
|
||||
{
|
||||
@ -141,16 +138,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
||||
switch (Room.State)
|
||||
{
|
||||
case MultiplayerRoomState.Open:
|
||||
// If there are no remaining ready users or the host is not ready, stop any existing countdown.
|
||||
// Todo: This doesn't yet support non-match-start countdowns.
|
||||
if (Room.Settings.AutoStartEnabled)
|
||||
{
|
||||
bool shouldHaveCountdown = !APIRoom.Playlist.GetCurrentItem()!.Expired && Room.Users.Any(u => u.State == MultiplayerUserState.Ready);
|
||||
|
||||
if (shouldHaveCountdown && Room.Countdown == null)
|
||||
startCountdown(new MatchStartCountdown { TimeRemaining = Room.Settings.AutoStartDuration }, StartMatch);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case MultiplayerRoomState.WaitingForLoad:
|
||||
@ -317,16 +304,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
||||
return Task.CompletedTask;
|
||||
}
|
||||
|
||||
private CancellationTokenSource? countdownSkipSource;
|
||||
private CancellationTokenSource? countdownStopSource;
|
||||
private Task countdownTask = Task.CompletedTask;
|
||||
|
||||
/// <summary>
|
||||
/// Skips to the end of the currently-running countdown, if one is running,
|
||||
/// and runs the callback (e.g. to start the match) as soon as possible unless the countdown has been cancelled.
|
||||
/// </summary>
|
||||
public void SkipToEndOfCountdown() => countdownSkipSource?.Cancel();
|
||||
|
||||
public override async Task SendMatchRequest(MatchUserRequest request)
|
||||
{
|
||||
Debug.Assert(Room != null);
|
||||
@ -334,14 +311,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
||||
|
||||
switch (request)
|
||||
{
|
||||
case StartMatchCountdownRequest matchCountdownRequest:
|
||||
startCountdown(new MatchStartCountdown { TimeRemaining = matchCountdownRequest.Duration }, StartMatch);
|
||||
break;
|
||||
|
||||
case StopCountdownRequest _:
|
||||
stopCountdown();
|
||||
break;
|
||||
|
||||
case ChangeTeamRequest changeTeam:
|
||||
|
||||
TeamVersusRoomState roomState = (TeamVersusRoomState)Room.MatchState!;
|
||||
@ -360,62 +329,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
||||
}
|
||||
}
|
||||
|
||||
private void startCountdown(MultiplayerCountdown countdown, Func<Task> continuation)
|
||||
{
|
||||
Debug.Assert(Room != null);
|
||||
Debug.Assert(ThreadSafety.IsUpdateThread);
|
||||
|
||||
stopCountdown();
|
||||
|
||||
// Note that this will leak CTSs, however this is a test method and we haven't noticed foregoing disposal of non-linked CTSs to be detrimental.
|
||||
// If necessary, this can be moved into the final schedule below, and the class-level fields be nulled out accordingly.
|
||||
var stopSource = countdownStopSource = new CancellationTokenSource();
|
||||
var skipSource = countdownSkipSource = new CancellationTokenSource();
|
||||
|
||||
Task lastCountdownTask = countdownTask;
|
||||
countdownTask = start();
|
||||
|
||||
async Task start()
|
||||
{
|
||||
await lastCountdownTask;
|
||||
|
||||
Schedule(() =>
|
||||
{
|
||||
if (stopSource.IsCancellationRequested)
|
||||
return;
|
||||
|
||||
Room.Countdown = countdown;
|
||||
MatchEvent(new CountdownChangedEvent { Countdown = countdown });
|
||||
});
|
||||
|
||||
try
|
||||
{
|
||||
using (var cancellationSource = CancellationTokenSource.CreateLinkedTokenSource(stopSource.Token, skipSource.Token))
|
||||
await Task.Delay(countdown.TimeRemaining, cancellationSource.Token).ConfigureAwait(false);
|
||||
}
|
||||
catch (OperationCanceledException)
|
||||
{
|
||||
// Clients need to be notified of cancellations in the following code.
|
||||
}
|
||||
|
||||
Schedule(() =>
|
||||
{
|
||||
if (Room.Countdown != countdown)
|
||||
return;
|
||||
|
||||
Room.Countdown = null;
|
||||
MatchEvent(new CountdownChangedEvent { Countdown = null });
|
||||
|
||||
if (stopSource.IsCancellationRequested)
|
||||
return;
|
||||
|
||||
continuation().WaitSafely();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
private void stopCountdown() => countdownStopSource?.Cancel();
|
||||
|
||||
public override Task StartMatch()
|
||||
{
|
||||
Debug.Assert(Room != null);
|
||||
|
Loading…
Reference in New Issue
Block a user