Improve understandability of TestMostInSyncUserIsAudioSource

This commit is contained in:
Dean Herbert 2022-08-25 16:44:12 +09:00
parent 3a17c6df08
commit a5c61d9a52

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@ -165,11 +165,11 @@ namespace osu.Game.Tests.Visual.Multiplayer
sendFrames(PLAYER_1_ID, 40); sendFrames(PLAYER_1_ID, 40);
sendFrames(PLAYER_2_ID, 20); sendFrames(PLAYER_2_ID, 20);
checkPaused(PLAYER_2_ID, true); waitUntilPaused(PLAYER_2_ID, true);
checkPausedInstant(PLAYER_1_ID, false); checkPausedInstant(PLAYER_1_ID, false);
AddAssert("master clock still running", () => this.ChildrenOfType<MasterGameplayClockContainer>().Single().IsRunning); 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); AddUntilStep("master clock paused", () => !this.ChildrenOfType<MasterGameplayClockContainer>().Single().IsRunning);
} }
@ -222,11 +222,11 @@ namespace osu.Game.Tests.Visual.Multiplayer
checkPausedInstant(PLAYER_2_ID, false); checkPausedInstant(PLAYER_2_ID, false);
// Eventually player 2 will pause, player 1 must remain running. // 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); checkPausedInstant(PLAYER_1_ID, false);
// Eventually both players will run out of frames and should pause. // 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); checkPausedInstant(PLAYER_2_ID, true);
// Send more frames for the first player only. Player 1 should start playing with player 2 remaining paused. // 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); checkPausedInstant(PLAYER_2_ID, false);
// Eventually player 2 will run out of frames and should pause. // 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); AddWaitStep("wait a few more frames", 10);
// Send more frames for player 2. It should unpause. // 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 }); start(new[] { PLAYER_1_ID, PLAYER_2_ID });
loadSpectateScreen(); 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_1_ID, true);
assertMuted(PLAYER_2_ID, true); assertMuted(PLAYER_2_ID, true);
sendFrames(PLAYER_1_ID); // Send frames for both players, with more frames for player 2.
sendFrames(PLAYER_2_ID, 20); sendFrames(PLAYER_1_ID, 5);
checkPaused(PLAYER_1_ID, false); sendFrames(PLAYER_2_ID, 40);
assertOneNotMuted();
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_1_ID, true);
assertMuted(PLAYER_2_ID, false); assertMuted(PLAYER_2_ID, false);
sendFrames(PLAYER_1_ID, 100); sendFrames(PLAYER_1_ID, 100);
waitForCatchup(PLAYER_1_ID); waitForCatchup(PLAYER_1_ID);
checkPaused(PLAYER_2_ID, true); waitUntilPaused(PLAYER_2_ID, true);
assertMuted(PLAYER_1_ID, false); assertMuted(PLAYER_1_ID, false);
assertMuted(PLAYER_2_ID, true); assertMuted(PLAYER_2_ID, true);
@ -319,7 +326,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
sendFrames(PLAYER_1_ID, 300); sendFrames(PLAYER_1_ID, 300);
AddWaitStep("wait maximum start delay seconds", (int)(SpectatorSyncManager.MAXIMUM_START_DELAY / TimePerAction)); 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); sendFrames(PLAYER_2_ID, 300);
AddUntilStep("player 2 playing from correct point in time", () => getPlayer(PLAYER_2_ID).ChildrenOfType<DrawableRuleset>().Single().FrameStableClock.CurrentTime > 30000); 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($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().IsRunning != state); => AddUntilStep($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().IsRunning != state);
private void checkPausedInstant(int userId, bool 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. // 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($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state); // AddAssert($"{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) private void assertMuted(int userId, bool muted)
=> AddAssert($"{userId} {(muted ? "is" : "is not")} muted", () => getInstance(userId).Mute == muted); => AddAssert($"{userId} {(muted ? "is" : "is not")} muted", () => getInstance(userId).Mute == muted);