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Update TestMultiplayerClient with expired item ordering
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@ -45,11 +45,13 @@ namespace osu.Game.Tests.Visual.Multiplayer
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/// <summary>
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/// Guaranteed up-to-date playlist.
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/// </summary>
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private List<MultiplayerPlaylistItem> serverSidePlaylist = new List<MultiplayerPlaylistItem>();
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private readonly List<MultiplayerPlaylistItem> serverSidePlaylist = new List<MultiplayerPlaylistItem>();
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private MultiplayerPlaylistItem? currentItem => Room?.Playlist[currentIndex];
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private int currentIndex;
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private long lastPlaylistItemId;
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public TestMultiplayerClient(TestMultiplayerRoomManager roomManager)
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{
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this.roomManager = roomManager;
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@ -169,6 +171,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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serverSidePlaylist.Clear();
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serverSidePlaylist.AddRange(apiRoom.Playlist.Select(item => new MultiplayerPlaylistItem(item)));
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lastPlaylistItemId = serverSidePlaylist.Max(item => item.ID);
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var localUser = new MultiplayerRoomUser(api.LocalUser.Value.Id)
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{
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@ -397,10 +400,13 @@ namespace osu.Game.Tests.Visual.Multiplayer
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// Expire the current playlist item.
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currentItem.Expired = true;
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currentItem.UpdatedAt = DateTimeOffset.Now;
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await ((IMultiplayerClient)this).PlaylistItemChanged(currentItem).ConfigureAwait(false);
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await updatePlaylistOrder(Room).ConfigureAwait(false);
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// In host-only mode, a duplicate playlist item will be used for the next round.
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if (Room.Settings.QueueMode == QueueMode.HostOnly)
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if (Room.Settings.QueueMode == QueueMode.HostOnly && serverSidePlaylist.All(item => item.Expired))
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await duplicateCurrentItem().ConfigureAwait(false);
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await updateCurrentItem(Room).ConfigureAwait(false);
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@ -424,11 +430,14 @@ namespace osu.Game.Tests.Visual.Multiplayer
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{
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Debug.Assert(Room != null);
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// Some tests can add items in already-expired states.
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item.UpdatedAt = DateTimeOffset.Now;
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// Add the item to the list first in order to compute gameplay order.
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serverSidePlaylist.Add(item);
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await updatePlaylistOrder(Room).ConfigureAwait(false);
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item.ID = serverSidePlaylist[^2].ID + 1;
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item.ID = ++lastPlaylistItemId;
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await ((IMultiplayerClient)this).PlaylistItemAdded(item).ConfigureAwait(false);
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}
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@ -447,15 +456,17 @@ namespace osu.Game.Tests.Visual.Multiplayer
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private async Task updatePlaylistOrder(MultiplayerRoom room)
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{
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List<MultiplayerPlaylistItem> orderedItems;
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List<MultiplayerPlaylistItem> orderedActiveItems;
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switch (room.Settings.QueueMode)
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{
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default:
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orderedItems = serverSidePlaylist.OrderBy(item => item.ID == 0 ? int.MaxValue : item.ID).ToList();
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orderedActiveItems = serverSidePlaylist.Where(item => !item.Expired).OrderBy(item => item.ID == 0 ? int.MaxValue : item.ID).ToList();
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break;
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case QueueMode.AllPlayersRoundRobin:
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orderedActiveItems = new List<MultiplayerPlaylistItem>();
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// Todo: This could probably be more efficient, likely at the cost of increased complexity.
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// Number of "expired" or "used" items per player.
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Dictionary<int, int> perUserCounts = serverSidePlaylist
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@ -463,7 +474,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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.ToDictionary(group => group.Key, group => group.Count(item => item.Expired));
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// We'll run a simulation over all items which are not expired ("unprocessed"). Expired items will not have their ordering updated.
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List<MultiplayerPlaylistItem> processedItems = serverSidePlaylist.Where(item => item.Expired).ToList();
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List<MultiplayerPlaylistItem> unprocessedItems = serverSidePlaylist.Where(item => !item.Expired).ToList();
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// 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.
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@ -476,31 +486,40 @@ namespace osu.Game.Tests.Visual.Multiplayer
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.First();
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unprocessedItems.Remove(candidateItem);
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processedItems.Add(candidateItem);
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orderedActiveItems.Add(candidateItem);
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perUserCounts[candidateItem.OwnerID]++;
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}
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orderedItems = processedItems;
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break;
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}
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for (int i = 0; i < orderedItems.Count; i++)
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{
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// Items which are already ordered correct don't need to be updated.
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if (orderedItems[i].PlaylistOrder == i)
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continue;
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// For expired items, it's important that they're ordered in ascending order such that the last updated item is the last in the list.
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// This is so that the updated_at database column doesn't get refreshed as a result of change in ordering.
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List<MultiplayerPlaylistItem> orderedExpiredItems = serverSidePlaylist.Where(item => item.Expired).OrderBy(item => item.UpdatedAt).ToList();
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for (int i = 0; i < orderedExpiredItems.Count; i++)
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await setOrder(orderedExpiredItems[i], (ushort)i).ConfigureAwait(false);
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orderedItems[i].PlaylistOrder = (ushort)i;
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for (int i = 0; i < orderedActiveItems.Count; i++)
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await setOrder(orderedActiveItems[i], (ushort)i).ConfigureAwait(false);
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serverSidePlaylist.Clear();
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serverSidePlaylist.AddRange(orderedExpiredItems);
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serverSidePlaylist.AddRange(orderedActiveItems);
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async Task setOrder(MultiplayerPlaylistItem item, ushort order)
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{
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if (item.PlaylistOrder == order)
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return;
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item.PlaylistOrder = order;
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// Items which have an ID of 0 are not in the database, so avoid propagating database/hub events for them.
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if (orderedItems[i].ID <= 0)
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continue;
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if (item.ID <= 0)
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return;
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await ((IMultiplayerClient)this).PlaylistItemChanged(orderedItems[i]).ConfigureAwait(false);
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await ((IMultiplayerClient)this).PlaylistItemChanged(item).ConfigureAwait(false);
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}
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serverSidePlaylist = orderedItems;
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}
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}
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}
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