mirror of
https://github.com/ppy/osu
synced 2024-12-13 10:28:17 +00:00
428 lines
15 KiB
C#
428 lines
15 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
|
// See the LICENCE file in the repository root for full licence text.
|
|
|
|
#nullable disable
|
|
|
|
using System.Linq;
|
|
using NUnit.Framework;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Extensions;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Screens;
|
|
using osu.Framework.Testing;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Database;
|
|
using osu.Game.Online.API.Requests.Responses;
|
|
using osu.Game.Online.Spectator;
|
|
using osu.Game.Rulesets.Osu;
|
|
using osu.Game.Rulesets.Osu.Replays;
|
|
using osu.Game.Rulesets.UI;
|
|
using osu.Game.Scoring;
|
|
using osu.Game.Screens;
|
|
using osu.Game.Screens.Play;
|
|
using osu.Game.Tests.Beatmaps.IO;
|
|
using osu.Game.Tests.Gameplay;
|
|
using osu.Game.Tests.Visual.Multiplayer;
|
|
using osu.Game.Tests.Visual.Spectator;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Tests.Visual.Gameplay
|
|
{
|
|
public partial class TestSceneSpectator : ScreenTestScene
|
|
{
|
|
private readonly APIUser streamingUser = new APIUser { Id = MultiplayerTestScene.PLAYER_1_ID, Username = "Test user" };
|
|
|
|
[Cached(typeof(UserLookupCache))]
|
|
private UserLookupCache lookupCache = new TestUserLookupCache();
|
|
|
|
// used just to show beatmap card for the time being.
|
|
protected override bool UseOnlineAPI => true;
|
|
|
|
[Resolved]
|
|
private OsuGameBase game { get; set; }
|
|
|
|
private TestSpectatorClient spectatorClient => dependenciesScreen.SpectatorClient;
|
|
private DependenciesScreen dependenciesScreen;
|
|
private SoloSpectatorScreen spectatorScreen;
|
|
|
|
private BeatmapSetInfo importedBeatmap;
|
|
private int importedBeatmapId;
|
|
|
|
[SetUpSteps]
|
|
public void SetupSteps()
|
|
{
|
|
AddStep("load dependencies", () =>
|
|
{
|
|
LoadScreen(dependenciesScreen = new DependenciesScreen());
|
|
|
|
// The dependencies screen gets suspended so it stops receiving updates. So its children are manually added to the test scene instead.
|
|
Children = new Drawable[]
|
|
{
|
|
dependenciesScreen.UserLookupCache,
|
|
dependenciesScreen.SpectatorClient,
|
|
};
|
|
});
|
|
|
|
AddUntilStep("wait for dependencies to load", () => dependenciesScreen.IsLoaded);
|
|
|
|
AddStep("import beatmap", () =>
|
|
{
|
|
importedBeatmap = BeatmapImportHelper.LoadOszIntoOsu(game, virtualTrack: true).GetResultSafely();
|
|
importedBeatmapId = importedBeatmap.Beatmaps.First(b => b.Ruleset.OnlineID == 0).OnlineID;
|
|
});
|
|
}
|
|
|
|
[Test]
|
|
public void TestSeekToGameplayStartFramesArriveAfterPlayerLoad()
|
|
{
|
|
const double gameplay_start = 10000;
|
|
|
|
loadSpectatingScreen();
|
|
|
|
start();
|
|
|
|
waitForPlayerCurrent();
|
|
|
|
sendFrames(startTime: gameplay_start);
|
|
|
|
AddAssert("time is greater than seek target", () => currentFrameStableTime, () => Is.GreaterThan(gameplay_start));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tests the same as <see cref="TestSeekToGameplayStartFramesArriveAfterPlayerLoad"/> but with the frames arriving just as <see cref="Player"/> is transitioning into existence.
|
|
/// </summary>
|
|
[Test]
|
|
public void TestSeekToGameplayStartFramesArriveAsPlayerLoaded()
|
|
{
|
|
const double gameplay_start = 10000;
|
|
|
|
loadSpectatingScreen();
|
|
|
|
start();
|
|
|
|
AddUntilStep("wait for player loader", () => this.ChildrenOfType<PlayerLoader>().SingleOrDefault()?.IsLoaded == true);
|
|
|
|
AddUntilStep("queue send frames on player load", () =>
|
|
{
|
|
var loadingPlayer = this.ChildrenOfType<PlayerLoader>().SingleOrDefault()?.CurrentPlayer;
|
|
|
|
if (loadingPlayer == null)
|
|
return false;
|
|
|
|
loadingPlayer.OnLoadComplete += _ =>
|
|
spectatorClient.SendFramesFromUser(streamingUser.Id, 10, gameplay_start);
|
|
|
|
return true;
|
|
});
|
|
|
|
waitForPlayerCurrent();
|
|
|
|
AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
|
|
AddAssert("time is greater than seek target", () => currentFrameStableTime, () => Is.GreaterThan(gameplay_start));
|
|
}
|
|
|
|
[Test]
|
|
public void TestFrameStarvationAndResume()
|
|
{
|
|
loadSpectatingScreen();
|
|
|
|
AddAssert("screen hasn't changed", () => Stack.CurrentScreen is SoloSpectatorScreen);
|
|
|
|
start();
|
|
waitForPlayerCurrent();
|
|
|
|
sendFrames();
|
|
AddAssert("ensure frames arrived", () => replayHandler.HasFrames);
|
|
|
|
AddUntilStep("wait for frame starvation", () => replayHandler.WaitingForFrame);
|
|
checkPaused(true);
|
|
|
|
double? pausedTime = null;
|
|
|
|
AddStep("store time", () => pausedTime = currentFrameStableTime);
|
|
|
|
sendFrames();
|
|
|
|
AddUntilStep("wait for frame starvation", () => replayHandler.WaitingForFrame);
|
|
checkPaused(true);
|
|
|
|
AddAssert("time advanced", () => currentFrameStableTime, () => Is.GreaterThan(pausedTime));
|
|
}
|
|
|
|
[Test]
|
|
public void TestPlayStartsWithNoFrames()
|
|
{
|
|
loadSpectatingScreen();
|
|
|
|
start();
|
|
waitForPlayerCurrent();
|
|
checkPaused(true);
|
|
|
|
// send enough frames to ensure play won't be paused
|
|
sendFrames(100);
|
|
|
|
checkPaused(false);
|
|
}
|
|
|
|
[Test]
|
|
public void TestSpectatingDuringGameplay()
|
|
{
|
|
start();
|
|
sendFrames(300);
|
|
|
|
loadSpectatingScreen();
|
|
waitForPlayerCurrent();
|
|
|
|
sendFrames(300);
|
|
|
|
AddUntilStep("playing from correct point in time", () => player.ChildrenOfType<DrawableRuleset>().First().FrameStableClock.CurrentTime, () => Is.GreaterThan(30000));
|
|
}
|
|
|
|
[Test]
|
|
public void TestHostRetriesWhileWatching()
|
|
{
|
|
loadSpectatingScreen();
|
|
|
|
start();
|
|
sendFrames();
|
|
|
|
waitForPlayerCurrent();
|
|
|
|
Player lastPlayer = null;
|
|
AddStep("store first player", () => lastPlayer = player);
|
|
|
|
start();
|
|
sendFrames();
|
|
|
|
waitForPlayerCurrent();
|
|
AddAssert("player is different", () => lastPlayer != player);
|
|
}
|
|
|
|
[Test]
|
|
public void TestHostFails()
|
|
{
|
|
loadSpectatingScreen();
|
|
|
|
start();
|
|
|
|
waitForPlayerCurrent();
|
|
checkPaused(true);
|
|
sendFrames();
|
|
|
|
finish(SpectatedUserState.Failed);
|
|
|
|
checkPaused(false); // Should continue playing until out of frames
|
|
checkPaused(true); // And eventually stop after running out of frames and fail.
|
|
// Todo: Should check for + display a failed message.
|
|
}
|
|
|
|
[Test]
|
|
public void TestStopWatchingDuringPlay()
|
|
{
|
|
loadSpectatingScreen();
|
|
|
|
start();
|
|
sendFrames();
|
|
waitForPlayerCurrent();
|
|
|
|
AddStep("stop spectating", () => (Stack.CurrentScreen as Player)?.Exit());
|
|
AddUntilStep("spectating stopped", () => spectatorScreen.GetChildScreen() == null);
|
|
}
|
|
|
|
[Test]
|
|
public void TestStopWatchingThenHostRetries()
|
|
{
|
|
loadSpectatingScreen();
|
|
|
|
start();
|
|
sendFrames();
|
|
waitForPlayerCurrent();
|
|
|
|
AddStep("stop spectating", () => (Stack.CurrentScreen as Player)?.Exit());
|
|
AddUntilStep("spectating stopped", () => spectatorScreen.GetChildScreen() == null);
|
|
|
|
// host starts playing a new session
|
|
start();
|
|
waitForPlayerCurrent();
|
|
}
|
|
|
|
[Test]
|
|
public void TestWatchingBeatmapThatDoesntExistLocally()
|
|
{
|
|
loadSpectatingScreen();
|
|
|
|
start(-1234);
|
|
sendFrames();
|
|
|
|
AddAssert("screen didn't change", () => Stack.CurrentScreen is SoloSpectatorScreen);
|
|
}
|
|
|
|
[Test]
|
|
public void TestFinalFramesPurgedBeforeEndingPlay()
|
|
{
|
|
AddStep("begin playing", () => spectatorClient.BeginPlaying(0, TestGameplayState.Create(new OsuRuleset()), new Score()));
|
|
|
|
AddStep("send frames and finish play", () =>
|
|
{
|
|
spectatorClient.HandleFrame(new OsuReplayFrame(1000, Vector2.Zero));
|
|
|
|
var completedGameplayState = TestGameplayState.Create(new OsuRuleset());
|
|
completedGameplayState.HasPassed = true;
|
|
spectatorClient.EndPlaying(completedGameplayState);
|
|
});
|
|
|
|
// We can't access API because we're an "online" test.
|
|
AddAssert("last received frame has time = 1000", () => spectatorClient.LastReceivedUserFrames.First().Value.Time == 1000);
|
|
}
|
|
|
|
[Test]
|
|
public void TestFinalFrameInBundleHasHeader()
|
|
{
|
|
FrameDataBundle lastBundle = null;
|
|
|
|
AddStep("bind to client", () => spectatorClient.OnNewFrames += (_, bundle) => lastBundle = bundle);
|
|
|
|
start(-1234);
|
|
sendFrames();
|
|
finish();
|
|
|
|
AddUntilStep("bundle received", () => lastBundle != null);
|
|
AddAssert("first frame does not have header", () => lastBundle.Frames[0].Header == null);
|
|
AddAssert("last frame has header", () => lastBundle.Frames[^1].Header != null);
|
|
}
|
|
|
|
[Test]
|
|
public void TestPlayingState()
|
|
{
|
|
loadSpectatingScreen();
|
|
|
|
start();
|
|
sendFrames();
|
|
waitForPlayerCurrent();
|
|
AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
|
|
}
|
|
|
|
[Test]
|
|
public void TestPassedState()
|
|
{
|
|
loadSpectatingScreen();
|
|
|
|
start();
|
|
sendFrames();
|
|
waitForPlayerCurrent();
|
|
|
|
AddStep("send passed", () => spectatorClient.SendEndPlay(streamingUser.Id, SpectatedUserState.Passed));
|
|
AddUntilStep("state is passed", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Passed);
|
|
|
|
start();
|
|
sendFrames();
|
|
waitForPlayerCurrent();
|
|
AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
|
|
}
|
|
|
|
[Test]
|
|
public void TestQuitState()
|
|
{
|
|
loadSpectatingScreen();
|
|
|
|
start();
|
|
sendFrames();
|
|
waitForPlayerCurrent();
|
|
|
|
AddStep("send quit", () => spectatorClient.SendEndPlay(streamingUser.Id));
|
|
AddUntilStep("state is quit", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Quit);
|
|
|
|
AddAssert("wait for player exit", () => Stack.CurrentScreen is SoloSpectatorScreen);
|
|
|
|
start();
|
|
sendFrames();
|
|
waitForPlayerCurrent();
|
|
AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
|
|
}
|
|
|
|
[Test]
|
|
public void TestFailedStateDuringPlay()
|
|
{
|
|
loadSpectatingScreen();
|
|
|
|
start();
|
|
sendFrames();
|
|
|
|
waitForPlayerCurrent();
|
|
|
|
AddStep("send failed", () => spectatorClient.SendEndPlay(streamingUser.Id, SpectatedUserState.Failed));
|
|
AddUntilStep("state is failed", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Failed);
|
|
|
|
AddUntilStep("wait for player to fail", () => player.GameplayState.HasFailed);
|
|
|
|
start();
|
|
sendFrames();
|
|
waitForPlayerCurrent();
|
|
AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
|
|
}
|
|
|
|
[Test]
|
|
public void TestFailedStateDuringLoading()
|
|
{
|
|
loadSpectatingScreen();
|
|
|
|
start();
|
|
sendFrames();
|
|
|
|
waitForPlayerLoader();
|
|
|
|
AddStep("send failed", () => spectatorClient.SendEndPlay(streamingUser.Id, SpectatedUserState.Failed));
|
|
AddUntilStep("state is failed", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Failed);
|
|
|
|
AddAssert("wait for player exit", () => Stack.CurrentScreen is SoloSpectatorScreen);
|
|
|
|
start();
|
|
sendFrames();
|
|
waitForPlayerCurrent();
|
|
AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
|
|
}
|
|
|
|
private OsuFramedReplayInputHandler replayHandler =>
|
|
(OsuFramedReplayInputHandler)Stack.ChildrenOfType<OsuInputManager>().First().ReplayInputHandler;
|
|
|
|
private Player player => this.ChildrenOfType<Player>().Single();
|
|
|
|
private double currentFrameStableTime
|
|
=> player.ChildrenOfType<FrameStabilityContainer>().First().CurrentTime;
|
|
|
|
private void waitForPlayerLoader() => AddUntilStep("wait for loading", () => this.ChildrenOfType<SpectatorPlayerLoader>().SingleOrDefault()?.IsLoaded == true);
|
|
|
|
private void waitForPlayerCurrent() => AddUntilStep("wait for player current", () => this.ChildrenOfType<Player>().SingleOrDefault()?.IsCurrentScreen() == true);
|
|
|
|
private void start(int? beatmapId = null) => AddStep("start play", () => spectatorClient.SendStartPlay(streamingUser.Id, beatmapId ?? importedBeatmapId));
|
|
|
|
private void finish(SpectatedUserState state = SpectatedUserState.Quit) => AddStep("end play", () => spectatorClient.SendEndPlay(streamingUser.Id, state));
|
|
|
|
private void checkPaused(bool state) =>
|
|
AddUntilStep($"game is {(state ? "paused" : "playing")}", () => player.ChildrenOfType<DrawableRuleset>().First().IsPaused.Value == state);
|
|
|
|
private void sendFrames(int count = 10, double startTime = 0)
|
|
{
|
|
AddStep("send frames", () => spectatorClient.SendFramesFromUser(streamingUser.Id, count, startTime));
|
|
}
|
|
|
|
private void loadSpectatingScreen()
|
|
{
|
|
AddStep("load spectator", () => LoadScreen(spectatorScreen = new SoloSpectatorScreen(streamingUser)));
|
|
AddUntilStep("wait for screen load", () => spectatorScreen.LoadState == LoadState.Loaded);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used for the sole purpose of adding <see cref="TestSpectatorClient"/> as a resolvable dependency.
|
|
/// </summary>
|
|
private partial class DependenciesScreen : OsuScreen
|
|
{
|
|
[Cached(typeof(SpectatorClient))]
|
|
public readonly TestSpectatorClient SpectatorClient = new TestSpectatorClient();
|
|
|
|
[Cached(typeof(UserLookupCache))]
|
|
public readonly TestUserLookupCache UserLookupCache = new TestUserLookupCache();
|
|
}
|
|
}
|
|
}
|