osu/osu.Game.Tests/NonVisual/Multiplayer/StatefulMultiplayerClientTe...

110 lines
3.8 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.
using System.Linq;
using Humanizer;
using NUnit.Framework;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Testing;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
using osu.Game.Tests.Visual.Multiplayer;
namespace osu.Game.Tests.NonVisual.Multiplayer
{
[HeadlessTest]
public class StatefulMultiplayerClientTest : MultiplayerTestScene
{
[Test]
public void TestUserAddedOnJoin()
{
var user = new APIUser { Id = 33 };
AddRepeatStep("add user multiple times", () => Client.AddUser(user), 3);
AddAssert("room has 2 users", () => Client.Room?.Users.Count == 2);
}
[Test]
public void TestUserRemovedOnLeave()
{
var user = new APIUser { Id = 44 };
AddStep("add user", () => Client.AddUser(user));
AddAssert("room has 2 users", () => Client.Room?.Users.Count == 2);
AddRepeatStep("remove user multiple times", () => Client.RemoveUser(user), 3);
AddAssert("room has 1 user", () => Client.Room?.Users.Count == 1);
}
[Test]
public void TestPlayingUserTracking()
{
int id = 2000;
AddRepeatStep("add some users", () => Client.AddUser(new APIUser { Id = id++ }), 5);
checkPlayingUserCount(0);
changeState(3, MultiplayerUserState.WaitingForLoad);
checkPlayingUserCount(3);
changeState(3, MultiplayerUserState.Playing);
checkPlayingUserCount(3);
changeState(3, MultiplayerUserState.Results);
checkPlayingUserCount(0);
changeState(6, MultiplayerUserState.WaitingForLoad);
checkPlayingUserCount(6);
AddStep("another user left", () => Client.RemoveUser((Client.Room?.Users.Last().User).AsNonNull()));
checkPlayingUserCount(5);
AddStep("leave room", () => Client.LeaveRoom());
checkPlayingUserCount(0);
}
[Test]
public void TestPlayingUsersUpdatedOnJoin()
{
AddStep("leave room", () => Client.LeaveRoom());
AddUntilStep("wait for room part", () => Client.Room == null);
AddStep("create room initially in gameplay", () =>
{
var newRoom = new Room();
newRoom.CopyFrom(SelectedRoom.Value);
newRoom.RoomID.Value = null;
Client.RoomSetupAction = room =>
{
room.State = MultiplayerRoomState.Playing;
room.Users.Add(new MultiplayerRoomUser(PLAYER_1_ID)
{
User = new APIUser { Id = PLAYER_1_ID },
State = MultiplayerUserState.Playing
});
};
RoomManager.CreateRoom(newRoom);
});
AddUntilStep("wait for room join", () => RoomJoined);
checkPlayingUserCount(1);
}
private void checkPlayingUserCount(int expectedCount)
=> AddAssert($"{"user".ToQuantity(expectedCount)} playing", () => Client.CurrentMatchPlayingUserIds.Count == expectedCount);
private void changeState(int userCount, MultiplayerUserState state)
=> AddStep($"{"user".ToQuantity(userCount)} in {state}", () =>
{
for (int i = 0; i < userCount; ++i)
{
int userId = Client.Room?.Users[i].UserID ?? throw new AssertionException("Room cannot be null!");
Client.ChangeUserState(userId, state);
}
});
}
}