Update TestMultiplayerClient implementation to match server

This commit is contained in:
Dan Balasescu 2021-12-02 22:32:41 +09:00
parent 933fd49cff
commit 806ca5d4de

View File

@ -45,7 +45,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
/// <summary>
/// Guaranteed up-to-date playlist.
/// </summary>
private readonly List<MultiplayerPlaylistItem> serverSidePlaylist = new List<MultiplayerPlaylistItem>();
private List<MultiplayerPlaylistItem> serverSidePlaylist = new List<MultiplayerPlaylistItem>();
private MultiplayerPlaylistItem? currentItem => Room?.Playlist[currentIndex];
private int currentIndex;
@ -189,6 +189,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
Host = localUser
};
await updatePlaylistOrder(room).ConfigureAwait(false);
await updateCurrentItem(room, false).ConfigureAwait(false);
RoomSetupAction?.Invoke(room);
@ -308,12 +309,14 @@ namespace osu.Game.Tests.Visual.Multiplayer
if (Room.Settings.QueueMode == QueueMode.HostOnly && Room.Host?.UserID != LocalUser?.UserID)
throw new InvalidOperationException("Local user is not the room host.");
item.OwnerID = userId;
switch (Room.Settings.QueueMode)
{
case QueueMode.HostOnly:
// In host-only mode, the current item is re-used.
item.ID = currentItem.ID;
item.OwnerID = currentItem.OwnerID;
item.GameplayOrder = currentItem.GameplayOrder;
serverSidePlaylist[currentIndex] = item;
await ((IMultiplayerClient)this).PlaylistItemChanged(item).ConfigureAwait(false);
@ -323,12 +326,9 @@ namespace osu.Game.Tests.Visual.Multiplayer
break;
default:
item.ID = serverSidePlaylist.Last().ID + 1;
item.OwnerID = userId;
serverSidePlaylist.Add(item);
await ((IMultiplayerClient)this).PlaylistItemAdded(item).ConfigureAwait(false);
await addItem(item).ConfigureAwait(false);
// The current item can change as a result of an item being added. For example, if all items earlier in the queue were expired.
await updateCurrentItem(Room).ConfigureAwait(false);
break;
}
@ -385,7 +385,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
if (newMode == QueueMode.HostOnly && serverSidePlaylist.All(item => item.Expired))
await duplicateCurrentItem().ConfigureAwait(false);
// When changing modes, items could have been added (above) or the queueing order could have changed.
await updatePlaylistOrder(Room).ConfigureAwait(false);
await updateCurrentItem(Room).ConfigureAwait(false);
}
@ -408,47 +408,99 @@ namespace osu.Game.Tests.Visual.Multiplayer
private async Task duplicateCurrentItem()
{
Debug.Assert(Room != null);
Debug.Assert(APIRoom != null);
Debug.Assert(currentItem != null);
var newItem = new MultiplayerPlaylistItem
await addItem(new MultiplayerPlaylistItem
{
ID = serverSidePlaylist.Last().ID + 1,
BeatmapID = currentItem.BeatmapID,
BeatmapChecksum = currentItem.BeatmapChecksum,
RulesetID = currentItem.RulesetID,
RequiredMods = currentItem.RequiredMods,
AllowedMods = currentItem.AllowedMods
};
}).ConfigureAwait(false);
}
serverSidePlaylist.Add(newItem);
await ((IMultiplayerClient)this).PlaylistItemAdded(newItem).ConfigureAwait(false);
private async Task addItem(MultiplayerPlaylistItem item)
{
Debug.Assert(Room != null);
// Add the item to the list first in order to compute gameplay order.
serverSidePlaylist.Add(item);
await updatePlaylistOrder(Room).ConfigureAwait(false);
item.ID = serverSidePlaylist[^2].ID + 1;
await ((IMultiplayerClient)this).PlaylistItemAdded(item).ConfigureAwait(false);
}
private async Task updateCurrentItem(MultiplayerRoom room, bool notify = true)
{
MultiplayerPlaylistItem newItem;
// The playlist is already in correct gameplay order, so pick the next non-expired item or default to the last item.
MultiplayerPlaylistItem nextItem = serverSidePlaylist.FirstOrDefault(i => !i.Expired) ?? room.Playlist.Last();
currentIndex = serverSidePlaylist.IndexOf(nextItem);
long lastItem = room.Settings.PlaylistItemId;
room.Settings.PlaylistItemId = nextItem.ID;
if (notify && nextItem.ID != lastItem)
await ((IMultiplayerClient)this).SettingsChanged(room.Settings).ConfigureAwait(false);
}
private async Task updatePlaylistOrder(MultiplayerRoom room)
{
List<MultiplayerPlaylistItem> orderedItems;
switch (room.Settings.QueueMode)
{
default:
// Pick the single non-expired playlist item.
newItem = serverSidePlaylist.FirstOrDefault(i => !i.Expired) ?? serverSidePlaylist.Last();
orderedItems = serverSidePlaylist.OrderBy(item => item.ID == 0 ? int.MaxValue : item.ID).ToList();
break;
case QueueMode.AllPlayersRoundRobin:
// Group playlist items by (user_id -> count_expired), and select the first available playlist item from a user that has available beatmaps where count_expired is the lowest.
throw new NotImplementedException();
// Todo: This could probably be more efficient, likely at the cost of increased complexity.
// Number of "expired" or "used" items per player.
Dictionary<int, int> perUserCounts = serverSidePlaylist
.GroupBy(item => item.OwnerID)
.ToDictionary(group => group.Key, group => group.Count(item => item.Expired));
// We'll run a simulation over all items which are not expired ("unprocessed"). Expired items will not have their ordering updated.
List<MultiplayerPlaylistItem> processedItems = serverSidePlaylist.Where(item => item.Expired).ToList();
List<MultiplayerPlaylistItem> unprocessedItems = serverSidePlaylist.Where(item => !item.Expired).ToList();
// In every iteration of the simulation, pick the first available item from the user with the lowest number of items in the queue to add to the result set.
// If multiple users have the same number of items in the queue, then the item with the lowest ID is chosen.
while (unprocessedItems.Count > 0)
{
MultiplayerPlaylistItem candidateItem = unprocessedItems
.OrderBy(item => perUserCounts[item.OwnerID])
.ThenBy(item => item.ID == 0 ? int.MaxValue : item.ID)
.First();
unprocessedItems.Remove(candidateItem);
processedItems.Add(candidateItem);
perUserCounts[candidateItem.OwnerID]++;
}
orderedItems = processedItems;
break;
}
currentIndex = serverSidePlaylist.IndexOf(newItem);
for (int i = 0; i < orderedItems.Count; i++)
{
// Items which are already ordered correct don't need to be updated.
if (orderedItems[i].GameplayOrder == i)
continue;
long lastItem = room.Settings.PlaylistItemId;
room.Settings.PlaylistItemId = newItem.ID;
orderedItems[i].GameplayOrder = i;
if (notify && newItem.ID != lastItem)
await ((IMultiplayerClient)this).SettingsChanged(room.Settings).ConfigureAwait(false);
// Items which have an ID of 0 are not in the database, so avoid propagating database/hub events for them.
if (orderedItems[i].ID <= 0)
continue;
await ((IMultiplayerClient)this).PlaylistItemChanged(orderedItems[i]).ConfigureAwait(false);
}
serverSidePlaylist = orderedItems;
}
}
}