mirror of https://github.com/ppy/osu
Tidy things up
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8b1fd051c6
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@ -41,6 +41,8 @@ public class TestSceneMatchStartControl : OsuManualInputManagerTestScene
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private PopoverContainer content;
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private MatchStartControl control;
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private OsuButton readyButton => control.ChildrenOfType<OsuButton>().Single();
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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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@ -49,9 +51,9 @@ private void load()
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{
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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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Dependencies.CacheAs(availabilityTracker.Object);
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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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@ -149,6 +151,7 @@ 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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@ -208,17 +211,17 @@ public void TestReadyAndUnReadyDuringCountdown()
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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", () => localUser.State == MultiplayerUserState.Ready);
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checkLocalUserState(MultiplayerUserState.Ready);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("user is idle", () => 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 TestCountdownWhileSpectating()
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{
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AddStep("set spectating", () => changeUserState(API.LocalUser.Value.OnlineID, MultiplayerUserState.Spectating));
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AddUntilStep("local user is spectating", () => multiplayerClient.Object.LocalUser?.State == 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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@ -239,27 +242,27 @@ public void TestBecomeHostDuringCountdownAndReady()
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});
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AddStep("start countdown", () => multiplayerClient.Object.SendMatchRequest(new StartMatchCountdownRequest { Duration = TimeSpan.FromMinutes(1) }).WaitSafely());
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AddUntilStep("countdown started", () => multiplayerClient.Object.Room?.Countdown != null);
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AddUntilStep("countdown started", () => multiplayerRoom.Countdown != null);
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AddStep("transfer host to local user", () => transferHost(localUser));
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AddUntilStep("local user is host", () => multiplayerClient.Object.Room?.Host?.Equals(multiplayerClient.Object.LocalUser) == true);
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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.Object.LocalUser?.State == MultiplayerUserState.Ready);
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AddAssert("countdown still active", () => multiplayerClient.Object.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 TestCountdownButtonVisibilityWithAutoStart()
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{
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("local user became ready", () => multiplayerClient.Object.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", () => changeRoomSettings(new MultiplayerRoomSettings { AutoStartDuration = TimeSpan.FromMinutes(1) }));
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("local user became ready", () => multiplayerClient.Object.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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@ -268,25 +271,20 @@ public void TestClickingReadyButtonUnReadiesDuringAutoStart()
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{
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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.Object.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.Object.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("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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AddUntilStep("ready button enabled", () => readyButton.Enabled.Value);
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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("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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@ -300,26 +298,21 @@ public void TestToggleStateWhenNotHost()
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});
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("user is ready", () => localUser.State == MultiplayerUserState.Ready);
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checkLocalUserState(MultiplayerUserState.Ready);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("user is idle", () => localUser.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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transferHost(multiplayerRoom.Users[0]);
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if (!allReady)
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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", () => localUser.State == MultiplayerUserState.Ready);
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checkLocalUserState(MultiplayerUserState.Ready);
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verifyGameplayStartFlow();
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}
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@ -334,7 +327,7 @@ public void TestBecomeHostWhileReady()
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddStep("make user host", () => transferHost(localUser));
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AddStep("make local user host", () => transferHost(localUser));
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verifyGameplayStartFlow();
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}
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@ -348,13 +341,13 @@ public void TestLoseHostWhileReady()
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});
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("user is ready", () => localUser.State == MultiplayerUserState.Ready);
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checkLocalUserState(MultiplayerUserState.Ready);
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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)", () => localUser.State == MultiplayerUserState.Idle);
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AddUntilStep("ready button enabled", () => control.ChildrenOfType<OsuButton>().Single().Enabled.Value);
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checkLocalUserState(MultiplayerUserState.Idle);
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AddUntilStep("ready button enabled", () => readyButton.Enabled.Value);
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}
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[TestCase(true)]
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@ -362,9 +355,9 @@ public void TestLoseHostWhileReady()
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public void TestManyUsersChangingState(bool isHost)
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{
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const int users = 10;
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AddStep("setup", () =>
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AddStep("add many users", () =>
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{
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transferHost(localUser);
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for (int i = 0; i < users; i++)
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addUser(new APIUser { Id = i, Username = "Another user" }, !isHost && i == 2);
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});
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@ -378,7 +371,7 @@ public void TestManyUsersChangingState(bool isHost)
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AddRepeatStep("ready all users", () =>
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{
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var nextUnready = multiplayerClient.Object.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle);
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var nextUnready = multiplayerRoom.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle);
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if (nextUnready != null)
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changeUserState(nextUnready.UserID, MultiplayerUserState.Ready);
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}, users);
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@ -386,12 +379,15 @@ public void TestManyUsersChangingState(bool isHost)
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private void verifyGameplayStartFlow()
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{
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AddUntilStep("user is ready", () => localUser.State == MultiplayerUserState.Ready);
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checkLocalUserState(MultiplayerUserState.Ready);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddStep("check start request received", () => multiplayerClient.Verify(m => m.StartMatch(), Times.Once));
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}
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private void checkLocalUserState(MultiplayerUserState state) =>
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AddUntilStep($"local user is {state}", () => localUser.State == state);
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private void setRoomCountdown(TimeSpan duration)
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{
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multiplayerRoom.Countdown = new MatchStartCountdown { TimeRemaining = duration };
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