From a5c61d9a5211fb981ee453df40f534a993fc8880 Mon Sep 17 00:00:00 2001 From: Dean Herbert <pe@ppy.sh> Date: Thu, 25 Aug 2022 16:44:12 +0900 Subject: [PATCH] Improve understandability of `TestMostInSyncUserIsAudioSource` --- .../TestSceneMultiSpectatorScreen.cs | 37 +++++++++++-------- 1 file changed, 22 insertions(+), 15 deletions(-) diff --git a/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiSpectatorScreen.cs b/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiSpectatorScreen.cs index 3226eb992d..e9539baf27 100644 --- a/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiSpectatorScreen.cs +++ b/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiSpectatorScreen.cs @@ -165,11 +165,11 @@ namespace osu.Game.Tests.Visual.Multiplayer sendFrames(PLAYER_1_ID, 40); sendFrames(PLAYER_2_ID, 20); - checkPaused(PLAYER_2_ID, true); + waitUntilPaused(PLAYER_2_ID, true); checkPausedInstant(PLAYER_1_ID, false); AddAssert("master clock still running", () => this.ChildrenOfType<MasterGameplayClockContainer>().Single().IsRunning); - checkPaused(PLAYER_1_ID, true); + waitUntilPaused(PLAYER_1_ID, true); AddUntilStep("master clock paused", () => !this.ChildrenOfType<MasterGameplayClockContainer>().Single().IsRunning); } @@ -222,11 +222,11 @@ namespace osu.Game.Tests.Visual.Multiplayer checkPausedInstant(PLAYER_2_ID, false); // Eventually player 2 will pause, player 1 must remain running. - checkPaused(PLAYER_2_ID, true); + waitUntilPaused(PLAYER_2_ID, true); checkPausedInstant(PLAYER_1_ID, false); // Eventually both players will run out of frames and should pause. - checkPaused(PLAYER_1_ID, true); + waitUntilPaused(PLAYER_1_ID, true); checkPausedInstant(PLAYER_2_ID, true); // Send more frames for the first player only. Player 1 should start playing with player 2 remaining paused. @@ -253,7 +253,7 @@ namespace osu.Game.Tests.Visual.Multiplayer checkPausedInstant(PLAYER_2_ID, false); // Eventually player 2 will run out of frames and should pause. - checkPaused(PLAYER_2_ID, true); + waitUntilPaused(PLAYER_2_ID, true); AddWaitStep("wait a few more frames", 10); // Send more frames for player 2. It should unpause. @@ -271,21 +271,28 @@ namespace osu.Game.Tests.Visual.Multiplayer start(new[] { PLAYER_1_ID, PLAYER_2_ID }); loadSpectateScreen(); + // With no frames, the synchronisation state will be TooFarAhead. + // In this state, all players should be muted. assertMuted(PLAYER_1_ID, true); assertMuted(PLAYER_2_ID, true); - sendFrames(PLAYER_1_ID); - sendFrames(PLAYER_2_ID, 20); - checkPaused(PLAYER_1_ID, false); - assertOneNotMuted(); + // Send frames for both players, with more frames for player 2. + sendFrames(PLAYER_1_ID, 5); + sendFrames(PLAYER_2_ID, 40); - checkPaused(PLAYER_1_ID, true); + // While both players are running, one of them should be un-muted. + waitUntilPaused(PLAYER_1_ID, false); + assertOnePlayerNotMuted(); + + // After player 1 runs out of frames, the un-muted player should always be player 2. + waitUntilPaused(PLAYER_1_ID, true); + waitUntilPaused(PLAYER_2_ID, false); assertMuted(PLAYER_1_ID, true); assertMuted(PLAYER_2_ID, false); sendFrames(PLAYER_1_ID, 100); waitForCatchup(PLAYER_1_ID); - checkPaused(PLAYER_2_ID, true); + waitUntilPaused(PLAYER_2_ID, true); assertMuted(PLAYER_1_ID, false); assertMuted(PLAYER_2_ID, true); @@ -319,7 +326,7 @@ namespace osu.Game.Tests.Visual.Multiplayer sendFrames(PLAYER_1_ID, 300); AddWaitStep("wait maximum start delay seconds", (int)(SpectatorSyncManager.MAXIMUM_START_DELAY / TimePerAction)); - checkPaused(PLAYER_1_ID, false); + waitUntilPaused(PLAYER_1_ID, false); sendFrames(PLAYER_2_ID, 300); AddUntilStep("player 2 playing from correct point in time", () => getPlayer(PLAYER_2_ID).ChildrenOfType<DrawableRuleset>().Single().FrameStableClock.CurrentTime > 30000); @@ -456,18 +463,18 @@ namespace osu.Game.Tests.Visual.Multiplayer }); } - private void checkPaused(int userId, bool state) + private void waitUntilPaused(int userId, bool state) => AddUntilStep($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().IsRunning != state); private void checkPausedInstant(int userId, bool state) { - checkPaused(userId, state); + waitUntilPaused(userId, state); // Todo: The following should work, but is broken because SpectatorScreen retrieves the WorkingBeatmap via the BeatmapManager, bypassing the test scene clock and running real-time. // AddAssert($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state); } - private void assertOneNotMuted() => AddAssert("one player not muted", () => spectatorScreen.ChildrenOfType<PlayerArea>().Count(p => !p.Mute) == 1); + private void assertOnePlayerNotMuted() => AddAssert("one player not muted", () => spectatorScreen.ChildrenOfType<PlayerArea>().Count(p => !p.Mute) == 1); private void assertMuted(int userId, bool muted) => AddAssert($"{userId} {(muted ? "is" : "is not")} muted", () => getInstance(userId).Mute == muted);