mirror of
https://github.com/ppy/osu
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624 lines
24 KiB
C#
624 lines
24 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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using System;
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using System.Diagnostics;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Overlays.Mods;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Screens;
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using osu.Game.Screens.OnlinePlay.Components;
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using osu.Game.Screens.OnlinePlay.Lounge;
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using osu.Game.Screens.OnlinePlay.Lounge.Components;
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using osu.Game.Screens.OnlinePlay.Match;
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using osu.Game.Screens.OnlinePlay.Multiplayer;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Ranking;
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using osu.Game.Tests.Resources;
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using osu.Game.Users;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Multiplayer
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{
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public class TestSceneMultiplayer : ScreenTestScene
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{
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private BeatmapManager beatmaps;
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private RulesetStore rulesets;
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private BeatmapSetInfo importedSet;
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private DependenciesScreen dependenciesScreen;
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private TestMultiplayer multiplayerScreen;
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private TestMultiplayerClient client;
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private TestRequestHandlingMultiplayerRoomManager roomManager => multiplayerScreen.RoomManager;
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[Cached(typeof(UserLookupCache))]
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private UserLookupCache lookupCache = new TestUserLookupCache();
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[BackgroundDependencyLoader]
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private void load(GameHost host, AudioManager audio)
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{
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Dependencies.Cache(rulesets = new RulesetStore(ContextFactory));
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Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, Resources, host, Beatmap.Default));
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}
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddStep("import beatmap", () =>
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{
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beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).Wait();
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importedSet = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First();
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});
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AddStep("create multiplayer screen", () => multiplayerScreen = new TestMultiplayer());
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AddStep("load dependencies", () =>
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{
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client = new TestMultiplayerClient(roomManager);
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// The screen gets suspended so it stops receiving updates.
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Child = client;
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LoadScreen(dependenciesScreen = new DependenciesScreen(client));
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});
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AddUntilStep("wait for dependencies to load", () => dependenciesScreen.IsLoaded);
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AddStep("load multiplayer", () => LoadScreen(multiplayerScreen));
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AddUntilStep("wait for multiplayer to load", () => multiplayerScreen.IsLoaded);
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AddUntilStep("wait for lounge to load", () => this.ChildrenOfType<MultiplayerLoungeSubScreen>().FirstOrDefault()?.IsLoaded == true);
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}
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[Test]
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public void TestEmpty()
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{
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// used to test the flow of multiplayer from visual tests.
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AddStep("empty step", () => { });
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}
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[Test]
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public void TestLobbyEvents()
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{
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createRoom(() => new Room
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{
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Name = { Value = "Test Room" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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});
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AddRepeatStep("random stuff happens", performRandomAction, 30);
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// ensure we have a handful of players so the ready-up sounds good :9
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AddRepeatStep("player joins", addRandomPlayer, 5);
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// all ready
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AddUntilStep("all players ready", () =>
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{
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var nextUnready = client.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle);
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if (nextUnready != null)
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client.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Ready);
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return client.Room?.Users.All(u => u.State == MultiplayerUserState.Ready) == true;
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});
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AddStep("unready all players at once", () =>
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{
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Debug.Assert(client.Room != null);
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foreach (var u in client.Room.Users) client.ChangeUserState(u.UserID, MultiplayerUserState.Idle);
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});
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AddStep("ready all players at once", () =>
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{
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Debug.Assert(client.Room != null);
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foreach (var u in client.Room.Users) client.ChangeUserState(u.UserID, MultiplayerUserState.Ready);
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});
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}
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private void addRandomPlayer()
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{
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int randomUser = RNG.Next(200000, 500000);
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client.AddUser(new User { Id = randomUser, Username = $"user {randomUser}" });
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}
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private void removeLastUser()
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{
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User lastUser = client.Room?.Users.Last().User;
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if (lastUser == null || lastUser == client.LocalUser?.User)
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return;
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client.RemoveUser(lastUser);
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}
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private void kickLastUser()
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{
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User lastUser = client.Room?.Users.Last().User;
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if (lastUser == null || lastUser == client.LocalUser?.User)
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return;
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client.KickUser(lastUser.Id);
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}
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private void markNextPlayerReady()
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{
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var nextUnready = client.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle);
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if (nextUnready != null)
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client.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Ready);
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}
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private void markNextPlayerIdle()
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{
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var nextUnready = client.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Ready);
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if (nextUnready != null)
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client.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Idle);
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}
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private void performRandomAction()
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{
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int eventToPerform = RNG.Next(1, 6);
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switch (eventToPerform)
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{
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case 1:
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addRandomPlayer();
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break;
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case 2:
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removeLastUser();
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break;
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case 3:
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kickLastUser();
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break;
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case 4:
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markNextPlayerReady();
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break;
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case 5:
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markNextPlayerIdle();
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break;
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}
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}
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[Test]
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public void TestCreateRoomViaKeyboard()
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{
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// create room dialog
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AddStep("Press new document", () => InputManager.Keys(PlatformAction.DocumentNew));
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AddUntilStep("wait for settings", () => InputManager.ChildrenOfType<MultiplayerMatchSettingsOverlay>().FirstOrDefault() != null);
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// edit playlist item
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AddStep("Press select", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for song select", () => InputManager.ChildrenOfType<MultiplayerMatchSongSelect>().FirstOrDefault() != null);
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// select beatmap
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AddStep("Press select", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for return to screen", () => InputManager.ChildrenOfType<MultiplayerMatchSongSelect>().FirstOrDefault() == null);
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// create room
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AddStep("Press select", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
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AddUntilStep("wait for join", () => client.Room != null);
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}
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[Test]
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public void TestCreateRoomWithoutPassword()
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{
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createRoom(() => new Room
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{
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Name = { Value = "Test Room" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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});
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}
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[Test]
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public void TestExitMidJoin()
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{
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AddStep("create room", () =>
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{
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roomManager.AddServerSideRoom(new Room
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{
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Name = { Value = "Test Room" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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});
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});
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AddStep("refresh rooms", () => this.ChildrenOfType<LoungeSubScreen>().Single().UpdateFilter());
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AddUntilStep("wait for room", () => this.ChildrenOfType<DrawableRoom>().Any());
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AddStep("select room", () => InputManager.Key(Key.Down));
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AddStep("join room and immediately exit select", () =>
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{
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InputManager.Key(Key.Enter);
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Schedule(() => Stack.CurrentScreen.Exit());
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});
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}
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[Test]
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public void TestJoinRoomWithoutPassword()
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{
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AddStep("create room", () =>
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{
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roomManager.AddServerSideRoom(new Room
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{
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Name = { Value = "Test Room" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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});
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});
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AddStep("refresh rooms", () => this.ChildrenOfType<LoungeSubScreen>().Single().UpdateFilter());
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AddUntilStep("wait for room", () => this.ChildrenOfType<DrawableRoom>().Any());
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AddStep("select room", () => InputManager.Key(Key.Down));
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AddStep("join room", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
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AddUntilStep("wait for join", () => client.Room != null);
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}
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[Test]
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public void TestCreateRoomWithPassword()
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{
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createRoom(() => new Room
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{
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Name = { Value = "Test Room" },
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Password = { Value = "password" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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});
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AddAssert("room has password", () => client.APIRoom?.Password.Value == "password");
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}
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[Test]
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public void TestJoinRoomWithPassword()
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{
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AddStep("create room", () =>
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{
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roomManager.AddServerSideRoom(new Room
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{
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Name = { Value = "Test Room" },
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Password = { Value = "password" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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});
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});
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AddStep("refresh rooms", () => this.ChildrenOfType<LoungeSubScreen>().Single().UpdateFilter());
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AddUntilStep("wait for room", () => this.ChildrenOfType<DrawableRoom>().Any());
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AddStep("select room", () => InputManager.Key(Key.Down));
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AddStep("join room", () => InputManager.Key(Key.Enter));
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DrawableLoungeRoom.PasswordEntryPopover passwordEntryPopover = null;
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AddUntilStep("password prompt appeared", () => (passwordEntryPopover = InputManager.ChildrenOfType<DrawableLoungeRoom.PasswordEntryPopover>().FirstOrDefault()) != null);
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AddStep("enter password in text box", () => passwordEntryPopover.ChildrenOfType<TextBox>().First().Text = "password");
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AddStep("press join room button", () => passwordEntryPopover.ChildrenOfType<OsuButton>().First().TriggerClick());
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AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
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AddUntilStep("wait for join", () => client.Room != null);
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}
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[Test]
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public void TestLocalPasswordUpdatedWhenMultiplayerSettingsChange()
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{
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createRoom(() => new Room
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{
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Name = { Value = "Test Room" },
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Password = { Value = "password" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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});
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AddStep("change password", () => client.ChangeSettings(password: "password2"));
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AddUntilStep("local password changed", () => client.APIRoom?.Password.Value == "password2");
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}
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[Test]
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public void TestUserSetToIdleWhenBeatmapDeleted()
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{
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createRoom(() => new Room
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{
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Name = { Value = "Test Room" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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});
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AddStep("set user ready", () => client.ChangeState(MultiplayerUserState.Ready));
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AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
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AddUntilStep("user state is idle", () => client.LocalUser?.State == MultiplayerUserState.Idle);
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}
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[Test]
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public void TestLocalPlayDoesNotStartWhileSpectatingWithNoBeatmap()
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{
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createRoom(() => new Room
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{
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Name = { Value = "Test Room" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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});
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AddStep("join other user (ready, host)", () =>
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{
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client.AddUser(new User { Id = MultiplayerTestScene.PLAYER_1_ID, Username = "Other" });
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client.TransferHost(MultiplayerTestScene.PLAYER_1_ID);
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client.ChangeUserState(MultiplayerTestScene.PLAYER_1_ID, MultiplayerUserState.Ready);
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});
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AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
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AddStep("click spectate button", () =>
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{
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InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerSpectateButton>().Single());
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InputManager.Click(MouseButton.Left);
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});
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AddUntilStep("wait for spectating user state", () => client.LocalUser?.State == MultiplayerUserState.Spectating);
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AddStep("start match externally", () => client.StartMatch());
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AddAssert("play not started", () => multiplayerScreen.IsCurrentScreen());
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}
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[Test]
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public void TestLocalPlayStartsWhileSpectatingWhenBeatmapBecomesAvailable()
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{
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createRoom(() => new Room
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{
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Name = { Value = "Test Room" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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});
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AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
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AddStep("join other user (ready, host)", () =>
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{
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client.AddUser(new User { Id = MultiplayerTestScene.PLAYER_1_ID, Username = "Other" });
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client.TransferHost(MultiplayerTestScene.PLAYER_1_ID);
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client.ChangeUserState(MultiplayerTestScene.PLAYER_1_ID, MultiplayerUserState.Ready);
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});
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AddStep("click spectate button", () =>
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{
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InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerSpectateButton>().Single());
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InputManager.Click(MouseButton.Left);
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});
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AddUntilStep("wait for spectating user state", () => client.LocalUser?.State == MultiplayerUserState.Spectating);
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AddStep("start match externally", () => client.StartMatch());
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AddStep("restore beatmap", () =>
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{
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beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).Wait();
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importedSet = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First();
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});
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AddUntilStep("play started", () => !multiplayerScreen.IsCurrentScreen());
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}
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[Test]
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public void TestSubScreenExitedWhenDisconnectedFromMultiplayerServer()
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{
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createRoom(() => new Room
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{
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Name = { Value = "Test Room" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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});
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AddStep("disconnect", () => client.Disconnect());
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AddUntilStep("back in lounge", () => this.ChildrenOfType<LoungeSubScreen>().FirstOrDefault()?.IsCurrentScreen() == true);
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}
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[Test]
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public void TestLeaveNavigation()
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{
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createRoom(() => new Room
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{
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Name = { Value = "Test Room" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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AllowedMods = { new OsuModHidden() }
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}
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}
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});
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AddStep("open mod overlay", () => this.ChildrenOfType<RoomSubScreen.UserModSelectButton>().Single().TriggerClick());
|
|
|
|
AddStep("invoke on back button", () => multiplayerScreen.OnBackButton());
|
|
|
|
AddAssert("mod overlay is hidden", () => this.ChildrenOfType<UserModSelectOverlay>().Single().State.Value == Visibility.Hidden);
|
|
|
|
AddAssert("dialog overlay is hidden", () => DialogOverlay.State.Value == Visibility.Hidden);
|
|
|
|
testLeave("back button", () => multiplayerScreen.OnBackButton());
|
|
|
|
// mimics home button and OS window close
|
|
testLeave("forced exit", () => multiplayerScreen.Exit());
|
|
|
|
void testLeave(string actionName, Action action)
|
|
{
|
|
AddStep($"leave via {actionName}", action);
|
|
|
|
AddAssert("dialog overlay is visible", () => DialogOverlay.State.Value == Visibility.Visible);
|
|
|
|
AddStep("close dialog overlay", () => InputManager.Key(Key.Escape));
|
|
}
|
|
}
|
|
|
|
[Test]
|
|
public void TestGameplayFlow()
|
|
{
|
|
createRoom(() => new Room
|
|
{
|
|
Name = { Value = "Test Room" },
|
|
Playlist =
|
|
{
|
|
new PlaylistItem
|
|
{
|
|
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
|
|
Ruleset = { Value = new OsuRuleset().RulesetInfo },
|
|
}
|
|
}
|
|
});
|
|
|
|
AddRepeatStep("click spectate button", () =>
|
|
{
|
|
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerReadyButton>().Single());
|
|
InputManager.Click(MouseButton.Left);
|
|
}, 2);
|
|
|
|
AddUntilStep("wait for player", () => Stack.CurrentScreen is Player);
|
|
|
|
// Gameplay runs in real-time, so we need to incrementally check if gameplay has finished in order to not time out.
|
|
for (double i = 1000; i < TestResources.QUICK_BEATMAP_LENGTH; i += 1000)
|
|
{
|
|
var time = i;
|
|
AddUntilStep($"wait for time > {i}", () => this.ChildrenOfType<GameplayClockContainer>().SingleOrDefault()?.GameplayClock.CurrentTime > time);
|
|
}
|
|
|
|
AddUntilStep("wait for results", () => Stack.CurrentScreen is ResultsScreen);
|
|
}
|
|
|
|
private void createRoom(Func<Room> room)
|
|
{
|
|
AddUntilStep("wait for lounge", () => multiplayerScreen.ChildrenOfType<LoungeSubScreen>().SingleOrDefault()?.IsLoaded == true);
|
|
AddStep("open room", () => multiplayerScreen.ChildrenOfType<LoungeSubScreen>().Single().Open(room()));
|
|
|
|
AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
|
|
AddWaitStep("wait for transition", 2);
|
|
|
|
AddStep("create room", () =>
|
|
{
|
|
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>().Single());
|
|
InputManager.Click(MouseButton.Left);
|
|
});
|
|
|
|
AddUntilStep("wait for join", () => client.Room != null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used for the sole purpose of adding <see cref="TestMultiplayerClient"/> as a resolvable dependency.
|
|
/// </summary>
|
|
private class DependenciesScreen : OsuScreen
|
|
{
|
|
[Cached(typeof(MultiplayerClient))]
|
|
public readonly TestMultiplayerClient Client;
|
|
|
|
public DependenciesScreen(TestMultiplayerClient client)
|
|
{
|
|
Client = client;
|
|
}
|
|
}
|
|
|
|
private class TestMultiplayer : Screens.OnlinePlay.Multiplayer.Multiplayer
|
|
{
|
|
public new TestRequestHandlingMultiplayerRoomManager RoomManager { get; private set; }
|
|
|
|
protected override RoomManager CreateRoomManager() => RoomManager = new TestRequestHandlingMultiplayerRoomManager();
|
|
}
|
|
}
|
|
}
|