mirror of https://github.com/ppy/osu
305 lines
11 KiB
C#
305 lines
11 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Online.API;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Multiplayer.MatchTypes.TeamVersus;
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using osu.Game.Online.Rooms;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Users;
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namespace osu.Game.Tests.Visual.Multiplayer
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{
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/// <summary>
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/// A <see cref="MultiplayerClient"/> for use in multiplayer test scenes. Should generally not be used by itself outside of a <see cref="MultiplayerTestScene"/>.
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/// </summary>
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public class TestMultiplayerClient : MultiplayerClient
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{
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public override IBindable<bool> IsConnected => isConnected;
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private readonly Bindable<bool> isConnected = new Bindable<bool>(true);
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public new Room? APIRoom => base.APIRoom;
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public Action<MultiplayerRoom>? RoomSetupAction;
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[Resolved]
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private IAPIProvider api { get; set; } = null!;
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[Resolved]
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private BeatmapManager beatmaps { get; set; } = null!;
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private readonly TestMultiplayerRoomManager roomManager;
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public TestMultiplayerClient(TestMultiplayerRoomManager roomManager)
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{
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this.roomManager = roomManager;
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}
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public void Connect() => isConnected.Value = true;
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public void Disconnect() => isConnected.Value = false;
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public MultiplayerRoomUser AddUser(User user, bool markAsPlaying = false)
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{
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var roomUser = new MultiplayerRoomUser(user.Id) { User = user };
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addUser(roomUser);
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if (markAsPlaying)
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PlayingUserIds.Add(user.Id);
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return roomUser;
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}
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public void TestAddUnresolvedUser() => addUser(new MultiplayerRoomUser(TestUserLookupCache.UNRESOLVED_USER_ID));
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private void addUser(MultiplayerRoomUser user)
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{
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((IMultiplayerClient)this).UserJoined(user).Wait();
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// We want the user to be immediately available for testing, so force a scheduler update to run the update-bound continuation.
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Scheduler.Update();
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}
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public void RemoveUser(User user)
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{
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Debug.Assert(Room != null);
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((IMultiplayerClient)this).UserLeft(new MultiplayerRoomUser(user.Id));
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Schedule(() =>
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{
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if (Room.Users.Any())
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TransferHost(Room.Users.First().UserID);
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});
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}
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public void ChangeRoomState(MultiplayerRoomState newState)
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{
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Debug.Assert(Room != null);
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((IMultiplayerClient)this).RoomStateChanged(newState);
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}
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public void ChangeUserState(int userId, MultiplayerUserState newState)
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{
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Debug.Assert(Room != null);
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((IMultiplayerClient)this).UserStateChanged(userId, newState);
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Schedule(() =>
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{
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switch (newState)
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{
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case MultiplayerUserState.Loaded:
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if (Room.Users.All(u => u.State != MultiplayerUserState.WaitingForLoad))
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{
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ChangeRoomState(MultiplayerRoomState.Playing);
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foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.Loaded))
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ChangeUserState(u.UserID, MultiplayerUserState.Playing);
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((IMultiplayerClient)this).MatchStarted();
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}
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break;
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case MultiplayerUserState.FinishedPlay:
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if (Room.Users.All(u => u.State != MultiplayerUserState.Playing))
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{
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ChangeRoomState(MultiplayerRoomState.Open);
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foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.FinishedPlay))
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ChangeUserState(u.UserID, MultiplayerUserState.Results);
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((IMultiplayerClient)this).ResultsReady();
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}
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break;
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}
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});
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}
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public void ChangeUserBeatmapAvailability(int userId, BeatmapAvailability newBeatmapAvailability)
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{
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Debug.Assert(Room != null);
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((IMultiplayerClient)this).UserBeatmapAvailabilityChanged(userId, newBeatmapAvailability);
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}
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protected override Task<MultiplayerRoom> JoinRoom(long roomId, string? password = null)
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{
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var apiRoom = roomManager.ServerSideRooms.Single(r => r.RoomID.Value == roomId);
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if (password != apiRoom.Password.Value)
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throw new InvalidOperationException("Invalid password.");
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var localUser = new MultiplayerRoomUser(api.LocalUser.Value.Id)
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{
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User = api.LocalUser.Value
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};
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var room = new MultiplayerRoom(roomId)
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{
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Settings =
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{
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Name = apiRoom.Name.Value,
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MatchType = apiRoom.Type.Value,
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BeatmapID = apiRoom.Playlist.Last().BeatmapID,
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RulesetID = apiRoom.Playlist.Last().RulesetID,
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BeatmapChecksum = apiRoom.Playlist.Last().Beatmap.Value.MD5Hash,
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RequiredMods = apiRoom.Playlist.Last().RequiredMods.Select(m => new APIMod(m)).ToArray(),
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AllowedMods = apiRoom.Playlist.Last().AllowedMods.Select(m => new APIMod(m)).ToArray(),
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PlaylistItemId = apiRoom.Playlist.Last().ID,
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// ReSharper disable once ConstantNullCoalescingCondition Incorrect inspection due to lack of nullable in Room.cs.
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Password = password ?? string.Empty,
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},
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Users = { localUser },
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Host = localUser
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};
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RoomSetupAction?.Invoke(room);
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RoomSetupAction = null;
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return Task.FromResult(room);
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}
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protected override void OnRoomJoined()
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{
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Debug.Assert(Room != null);
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// emulate the server sending this after the join room. scheduler required to make sure the join room event is fired first (in Join).
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changeMatchType(Room.Settings.MatchType).Wait();
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}
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protected override Task LeaveRoomInternal() => Task.CompletedTask;
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public override Task TransferHost(int userId) => ((IMultiplayerClient)this).HostChanged(userId);
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public override Task KickUser(int userId)
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{
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Debug.Assert(Room != null);
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return ((IMultiplayerClient)this).UserKicked(Room.Users.Single(u => u.UserID == userId));
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}
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public override async Task ChangeSettings(MultiplayerRoomSettings settings)
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{
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Debug.Assert(Room != null);
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await ((IMultiplayerClient)this).SettingsChanged(settings).ConfigureAwait(false);
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foreach (var user in Room.Users.Where(u => u.State == MultiplayerUserState.Ready))
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ChangeUserState(user.UserID, MultiplayerUserState.Idle);
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await changeMatchType(settings.MatchType).ConfigureAwait(false);
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}
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public override Task ChangeState(MultiplayerUserState newState)
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{
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ChangeUserState(api.LocalUser.Value.Id, newState);
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return Task.CompletedTask;
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}
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public override Task ChangeBeatmapAvailability(BeatmapAvailability newBeatmapAvailability)
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{
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ChangeUserBeatmapAvailability(api.LocalUser.Value.Id, newBeatmapAvailability);
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return Task.CompletedTask;
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}
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public void ChangeUserMods(int userId, IEnumerable<Mod> newMods)
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=> ChangeUserMods(userId, newMods.Select(m => new APIMod(m)).ToList());
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public void ChangeUserMods(int userId, IEnumerable<APIMod> newMods)
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{
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Debug.Assert(Room != null);
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((IMultiplayerClient)this).UserModsChanged(userId, newMods.ToList());
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}
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public override Task ChangeUserMods(IEnumerable<APIMod> newMods)
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{
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ChangeUserMods(api.LocalUser.Value.Id, newMods);
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return Task.CompletedTask;
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}
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public override async Task SendMatchRequest(MatchUserRequest request)
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{
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Debug.Assert(Room != null);
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Debug.Assert(LocalUser != null);
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switch (request)
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{
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case ChangeTeamRequest changeTeam:
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TeamVersusRoomState roomState = (TeamVersusRoomState)Room.MatchState!;
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TeamVersusUserState userState = (TeamVersusUserState)LocalUser.MatchState!;
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var targetTeam = roomState.Teams.FirstOrDefault(t => t.ID == changeTeam.TeamID);
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if (targetTeam != null)
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{
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userState.TeamID = targetTeam.ID;
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await ((IMultiplayerClient)this).MatchUserStateChanged(LocalUser.UserID, userState).ConfigureAwait(false);
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}
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break;
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}
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}
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public override Task StartMatch()
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{
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Debug.Assert(Room != null);
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ChangeRoomState(MultiplayerRoomState.WaitingForLoad);
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foreach (var user in Room.Users.Where(u => u.State == MultiplayerUserState.Ready))
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ChangeUserState(user.UserID, MultiplayerUserState.WaitingForLoad);
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return ((IMultiplayerClient)this).LoadRequested();
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}
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protected override Task<BeatmapSetInfo> GetOnlineBeatmapSet(int beatmapId, CancellationToken cancellationToken = default)
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{
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Debug.Assert(Room != null);
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var apiRoom = roomManager.ServerSideRooms.Single(r => r.RoomID.Value == Room.RoomID);
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var set = apiRoom.Playlist.FirstOrDefault(p => p.BeatmapID == beatmapId)?.Beatmap.Value.BeatmapSet
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?? beatmaps.QueryBeatmap(b => b.OnlineBeatmapID == beatmapId)?.BeatmapSet;
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if (set == null)
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throw new InvalidOperationException("Beatmap not found.");
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return Task.FromResult(set);
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}
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private async Task changeMatchType(MatchType type)
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{
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Debug.Assert(Room != null);
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switch (type)
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{
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case MatchType.HeadToHead:
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await ((IMultiplayerClient)this).MatchRoomStateChanged(null).ConfigureAwait(false);
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foreach (var user in Room.Users)
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await ((IMultiplayerClient)this).MatchUserStateChanged(user.UserID, null).ConfigureAwait(false);
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break;
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case MatchType.TeamVersus:
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await ((IMultiplayerClient)this).MatchRoomStateChanged(TeamVersusRoomState.CreateDefault()).ConfigureAwait(false);
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foreach (var user in Room.Users)
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await ((IMultiplayerClient)this).MatchUserStateChanged(user.UserID, new TeamVersusUserState()).ConfigureAwait(false);
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break;
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}
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}
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}
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}
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