osu/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiplayer.cs

918 lines
38 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;
using System.Diagnostics;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Extensions;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
using osu.Game.Overlays.Mods;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Catch;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Screens.OnlinePlay.Components;
using osu.Game.Screens.OnlinePlay.Lounge;
using osu.Game.Screens.OnlinePlay.Lounge.Components;
using osu.Game.Screens.OnlinePlay.Match;
using osu.Game.Screens.OnlinePlay.Multiplayer;
using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
using osu.Game.Screens.OnlinePlay.Multiplayer.Match.Playlist;
using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
using osu.Game.Screens.Play;
using osu.Game.Screens.Ranking;
using osu.Game.Screens.Spectate;
using osu.Game.Tests.Resources;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Multiplayer
{
public class TestSceneMultiplayer : ScreenTestScene
{
private BeatmapManager beatmaps;
private RulesetStore rulesets;
private BeatmapSetInfo importedSet;
private TestMultiplayerComponents multiplayerComponents;
private TestMultiplayerClient client => multiplayerComponents.Client;
private TestMultiplayerRoomManager roomManager => multiplayerComponents.RoomManager;
[Cached(typeof(UserLookupCache))]
private UserLookupCache lookupCache = new TestUserLookupCache();
[BackgroundDependencyLoader]
private void load(GameHost host, AudioManager audio)
{
Dependencies.Cache(rulesets = new RulesetStore(Realm));
Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, Realm, rulesets, API, audio, Resources, host, Beatmap.Default));
Dependencies.Cache(Realm);
}
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("import beatmap", () =>
{
beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).WaitSafely();
importedSet = beatmaps.GetAllUsableBeatmapSets().First();
});
AddStep("load multiplayer", () => LoadScreen(multiplayerComponents = new TestMultiplayerComponents()));
AddUntilStep("wait for multiplayer to load", () => multiplayerComponents.IsLoaded);
AddUntilStep("wait for lounge to load", () => this.ChildrenOfType<MultiplayerLoungeSubScreen>().FirstOrDefault()?.IsLoaded == true);
}
[Test]
public void TestEmpty()
{
// used to test the flow of multiplayer from visual tests.
AddStep("empty step", () => { });
}
[Test]
public void TestLobbyEvents()
{
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("random stuff happens", performRandomAction, 30);
// ensure we have a handful of players so the ready-up sounds good :9
AddRepeatStep("player joins", addRandomPlayer, 5);
// all ready
AddUntilStep("all players ready", () =>
{
var nextUnready = client.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle);
if (nextUnready != null)
client.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Ready);
return client.Room?.Users.All(u => u.State == MultiplayerUserState.Ready) == true;
});
AddStep("unready all players at once", () =>
{
Debug.Assert(client.Room != null);
foreach (var u in client.Room.Users) client.ChangeUserState(u.UserID, MultiplayerUserState.Idle);
});
AddStep("ready all players at once", () =>
{
Debug.Assert(client.Room != null);
foreach (var u in client.Room.Users) client.ChangeUserState(u.UserID, MultiplayerUserState.Ready);
});
}
private void addRandomPlayer()
{
int randomUser = RNG.Next(200000, 500000);
client.AddUser(new APIUser { Id = randomUser, Username = $"user {randomUser}" });
}
private void removeLastUser()
{
APIUser lastUser = client.Room?.Users.Last().User;
if (lastUser == null || lastUser == client.LocalUser?.User)
return;
client.RemoveUser(lastUser);
}
private void kickLastUser()
{
APIUser lastUser = client.Room?.Users.Last().User;
if (lastUser == null || lastUser == client.LocalUser?.User)
return;
client.KickUser(lastUser.Id);
}
private void markNextPlayerReady()
{
var nextUnready = client.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle);
if (nextUnready != null)
client.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Ready);
}
private void markNextPlayerIdle()
{
var nextUnready = client.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Ready);
if (nextUnready != null)
client.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Idle);
}
private void performRandomAction()
{
int eventToPerform = RNG.Next(1, 6);
switch (eventToPerform)
{
case 1:
addRandomPlayer();
break;
case 2:
removeLastUser();
break;
case 3:
kickLastUser();
break;
case 4:
markNextPlayerReady();
break;
case 5:
markNextPlayerIdle();
break;
}
}
[Test]
public void TestCreateRoomViaKeyboard()
{
// create room dialog
AddStep("Press new document", () => InputManager.Keys(PlatformAction.DocumentNew));
AddUntilStep("wait for settings", () => InputManager.ChildrenOfType<MultiplayerMatchSettingsOverlay>().FirstOrDefault() != null);
// edit playlist item
AddStep("Press select", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for song select", () => InputManager.ChildrenOfType<MultiplayerMatchSongSelect>().FirstOrDefault()?.BeatmapSetsLoaded == true);
// select beatmap
AddStep("Press select", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for return to screen", () => InputManager.ChildrenOfType<MultiplayerMatchSongSelect>().FirstOrDefault() == null);
// create room
AddStep("Press select", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
AddUntilStep("wait for join", () => client.RoomJoined);
}
[Test]
public void TestCreateRoomWithoutPassword()
{
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 },
}
}
});
AddAssert("Check participant count correct", () => client.APIRoom?.ParticipantCount.Value == 1);
AddAssert("Check participant list contains user", () => client.APIRoom?.RecentParticipants.Count(u => u.Id == API.LocalUser.Value.Id) == 1);
}
[Test]
public void TestExitMidJoin()
{
AddStep("create room", () =>
{
roomManager.AddServerSideRoom(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 },
}
}
}, API.LocalUser.Value);
});
AddStep("refresh rooms", () => this.ChildrenOfType<LoungeSubScreen>().Single().UpdateFilter());
AddUntilStep("wait for room", () => this.ChildrenOfType<DrawableRoom>().Any());
AddStep("select room", () => InputManager.Key(Key.Down));
AddStep("join room and immediately exit select", () =>
{
InputManager.Key(Key.Enter);
Schedule(() => Stack.CurrentScreen.Exit());
});
}
[Test]
public void TestJoinRoomWithoutPassword()
{
AddStep("create room", () =>
{
roomManager.AddServerSideRoom(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 },
}
}
}, API.LocalUser.Value);
});
AddStep("refresh rooms", () => this.ChildrenOfType<LoungeSubScreen>().Single().UpdateFilter());
AddUntilStep("wait for room", () => this.ChildrenOfType<DrawableRoom>().Any());
AddStep("select room", () => InputManager.Key(Key.Down));
AddStep("join room", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
AddUntilStep("wait for join", () => client.RoomJoined);
AddAssert("Check participant count correct", () => client.APIRoom?.ParticipantCount.Value == 1);
AddAssert("Check participant list contains user", () => client.APIRoom?.RecentParticipants.Count(u => u.Id == API.LocalUser.Value.Id) == 1);
}
[Test]
public void TestCreateRoomWithPassword()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Password = { Value = "password" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
AddAssert("room has password", () => client.APIRoom?.Password.Value == "password");
}
[Test]
public void TestJoinRoomWithPassword()
{
AddStep("create room", () =>
{
roomManager.AddServerSideRoom(new Room
{
Name = { Value = "Test Room" },
Password = { Value = "password" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
}, API.LocalUser.Value);
});
AddStep("refresh rooms", () => this.ChildrenOfType<LoungeSubScreen>().Single().UpdateFilter());
AddUntilStep("wait for room", () => this.ChildrenOfType<DrawableRoom>().Any());
AddStep("select room", () => InputManager.Key(Key.Down));
AddStep("join room", () => InputManager.Key(Key.Enter));
DrawableLoungeRoom.PasswordEntryPopover passwordEntryPopover = null;
AddUntilStep("password prompt appeared", () => (passwordEntryPopover = InputManager.ChildrenOfType<DrawableLoungeRoom.PasswordEntryPopover>().FirstOrDefault()) != null);
AddStep("enter password in text box", () => passwordEntryPopover.ChildrenOfType<TextBox>().First().Text = "password");
AddStep("press join room button", () => passwordEntryPopover.ChildrenOfType<OsuButton>().First().TriggerClick());
AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
AddUntilStep("wait for join", () => client.RoomJoined);
}
[Test]
public void TestLocalPasswordUpdatedWhenMultiplayerSettingsChange()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Password = { Value = "password" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
AddStep("change password", () => client.ChangeSettings(password: "password2"));
AddUntilStep("local password changed", () => client.APIRoom?.Password.Value == "password2");
}
[Test]
public void TestUserSetToIdleWhenBeatmapDeleted()
{
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 },
}
}
});
pressReadyButton();
AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
AddUntilStep("user state is idle", () => client.LocalUser?.State == MultiplayerUserState.Idle);
}
[Test]
public void TestPlayStartsWithCorrectBeatmapWhileAtSongSelect()
{
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 },
}
}
});
pressReadyButton();
AddStep("Enter song select", () =>
{
var currentSubScreen = ((Screens.OnlinePlay.Multiplayer.Multiplayer)multiplayerComponents.CurrentScreen).CurrentSubScreen;
((MultiplayerMatchSubScreen)currentSubScreen).OpenSongSelection(client.Room?.Settings.PlaylistItemId);
});
AddUntilStep("wait for song select", () => this.ChildrenOfType<MultiplayerMatchSongSelect>().FirstOrDefault()?.BeatmapSetsLoaded == true);
AddAssert("Beatmap matches current item", () => Beatmap.Value.BeatmapInfo.OnlineID == client.Room?.Playlist.First().BeatmapID);
AddStep("Select next beatmap", () => InputManager.Key(Key.Down));
AddUntilStep("Beatmap doesn't match current item", () => Beatmap.Value.BeatmapInfo.OnlineID != client.Room?.Playlist.First().BeatmapID);
AddStep("start match externally", () => client.StartMatch());
AddUntilStep("play started", () => multiplayerComponents.CurrentScreen is Player);
AddAssert("Beatmap matches current item", () => Beatmap.Value.BeatmapInfo.OnlineID == client.Room?.Playlist.First().BeatmapID);
}
[Test]
public void TestPlayStartsWithCorrectRulesetWhileAtSongSelect()
{
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 },
}
}
});
pressReadyButton();
AddStep("Enter song select", () =>
{
var currentSubScreen = ((Screens.OnlinePlay.Multiplayer.Multiplayer)multiplayerComponents.CurrentScreen).CurrentSubScreen;
((MultiplayerMatchSubScreen)currentSubScreen).OpenSongSelection(client.Room?.Settings.PlaylistItemId);
});
AddUntilStep("wait for song select", () => this.ChildrenOfType<MultiplayerMatchSongSelect>().FirstOrDefault()?.BeatmapSetsLoaded == true);
AddAssert("Ruleset matches current item", () => Ruleset.Value.OnlineID == client.Room?.Playlist.First().RulesetID);
AddStep("Switch ruleset", () => ((MultiplayerMatchSongSelect)multiplayerComponents.MultiplayerScreen.CurrentSubScreen).Ruleset.Value = new CatchRuleset().RulesetInfo);
AddUntilStep("Ruleset doesn't match current item", () => Ruleset.Value.OnlineID != client.Room?.Playlist.First().RulesetID);
AddStep("start match externally", () => client.StartMatch());
AddUntilStep("play started", () => multiplayerComponents.CurrentScreen is Player);
AddAssert("Ruleset matches current item", () => Ruleset.Value.OnlineID == client.Room?.Playlist.First().RulesetID);
}
[Test]
public void TestPlayStartsWithCorrectModsWhileAtSongSelect()
{
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 },
}
}
});
pressReadyButton();
AddStep("Enter song select", () =>
{
var currentSubScreen = ((Screens.OnlinePlay.Multiplayer.Multiplayer)multiplayerComponents.CurrentScreen).CurrentSubScreen;
((MultiplayerMatchSubScreen)currentSubScreen).OpenSongSelection(client.Room?.Settings.PlaylistItemId);
});
AddUntilStep("wait for song select", () => this.ChildrenOfType<MultiplayerMatchSongSelect>().FirstOrDefault()?.BeatmapSetsLoaded == true);
AddAssert("Mods match current item", () => SelectedMods.Value.Select(m => m.Acronym).SequenceEqual(client.Room.AsNonNull().Playlist.First().RequiredMods.Select(m => m.Acronym)));
AddStep("Switch required mods", () => ((MultiplayerMatchSongSelect)multiplayerComponents.MultiplayerScreen.CurrentSubScreen).Mods.Value = new Mod[] { new OsuModDoubleTime() });
AddAssert("Mods don't match current item", () => !SelectedMods.Value.Select(m => m.Acronym).SequenceEqual(client.Room.AsNonNull().Playlist.First().RequiredMods.Select(m => m.Acronym)));
AddStep("start match externally", () => client.StartMatch());
AddUntilStep("play started", () => multiplayerComponents.CurrentScreen is Player);
AddAssert("Mods match current item", () => SelectedMods.Value.Select(m => m.Acronym).SequenceEqual(client.Room.AsNonNull().Playlist.First().RequiredMods.Select(m => m.Acronym)));
}
[Test]
public void TestLocalPlayDoesNotStartWhileSpectatingWithNoBeatmap()
{
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 },
}
}
});
AddStep("join other user (ready, host)", () =>
{
client.AddUser(new APIUser { Id = MultiplayerTestScene.PLAYER_1_ID, Username = "Other" });
client.TransferHost(MultiplayerTestScene.PLAYER_1_ID);
client.ChangeUserState(MultiplayerTestScene.PLAYER_1_ID, MultiplayerUserState.Ready);
});
AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
ClickButtonWhenEnabled<MultiplayerSpectateButton>();
AddUntilStep("wait for spectating user state", () => client.LocalUser?.State == MultiplayerUserState.Spectating);
AddStep("start match externally", () => client.StartMatch());
AddAssert("play not started", () => multiplayerComponents.IsCurrentScreen());
}
[Test]
public void TestLocalPlayStartsWhileSpectatingWhenBeatmapBecomesAvailable()
{
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 },
}
}
});
AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
AddStep("join other user (ready, host)", () =>
{
client.AddUser(new APIUser { Id = MultiplayerTestScene.PLAYER_1_ID, Username = "Other" });
client.TransferHost(MultiplayerTestScene.PLAYER_1_ID);
client.ChangeUserState(MultiplayerTestScene.PLAYER_1_ID, MultiplayerUserState.Ready);
});
ClickButtonWhenEnabled<MultiplayerSpectateButton>();
AddUntilStep("wait for spectating user state", () => client.LocalUser?.State == MultiplayerUserState.Spectating);
AddStep("start match externally", () => client.StartMatch());
AddStep("restore beatmap", () =>
{
beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).WaitSafely();
importedSet = beatmaps.GetAllUsableBeatmapSets().First();
});
AddUntilStep("play started", () => multiplayerComponents.CurrentScreen is SpectatorScreen);
}
[Test]
public void TestSubScreenExitedWhenDisconnectedFromMultiplayerServer()
{
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 },
}
}
});
AddStep("disconnect", () => client.Disconnect());
AddUntilStep("back in lounge", () => this.ChildrenOfType<LoungeSubScreen>().FirstOrDefault()?.IsCurrentScreen() == true);
}
[Test]
public void TestLeaveNavigation()
{
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 },
AllowedMods = { new OsuModHidden() }
}
}
});
AddStep("open mod overlay", () => this.ChildrenOfType<RoomSubScreen.UserModSelectButton>().Single().TriggerClick());
AddStep("invoke on back button", () => multiplayerComponents.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", () => multiplayerComponents.OnBackButton());
// mimics home button and OS window close
testLeave("forced exit", () => multiplayerComponents.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 },
}
}
});
enterGameplay();
// 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)
{
double time = i;
AddUntilStep($"wait for time > {i}", () => this.ChildrenOfType<GameplayClockContainer>().SingleOrDefault()?.GameplayClock.CurrentTime > time);
}
AddUntilStep("wait for results", () => multiplayerComponents.CurrentScreen is ResultsScreen);
}
[Test]
public void TestRoomSettingsReQueriedWhenJoiningRoom()
{
AddStep("create room", () =>
{
roomManager.AddServerSideRoom(new Room
{
Name = { Value = "Test Room" },
QueueMode = { Value = QueueMode.AllPlayers },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
}, API.LocalUser.Value);
});
AddStep("refresh rooms", () => this.ChildrenOfType<LoungeSubScreen>().Single().UpdateFilter());
AddUntilStep("wait for room", () => this.ChildrenOfType<DrawableRoom>().Any());
AddStep("select room", () => InputManager.Key(Key.Down));
AddStep("disable polling", () => this.ChildrenOfType<ListingPollingComponent>().Single().TimeBetweenPolls.Value = 0);
AddStep("change server-side settings", () =>
{
roomManager.ServerSideRooms[0].Name.Value = "New name";
roomManager.ServerSideRooms[0].Playlist.Add(new PlaylistItem
{
ID = 2,
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
});
});
AddStep("join room", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
AddUntilStep("wait for join", () => client.RoomJoined);
AddAssert("local room has correct settings", () =>
{
var localRoom = this.ChildrenOfType<MultiplayerMatchSubScreen>().Single().Room;
return localRoom.Name.Value == roomManager.ServerSideRooms[0].Name.Value
&& localRoom.Playlist.SequenceEqual(roomManager.ServerSideRooms[0].Playlist);
});
}
[Test]
public void TestSpectatingStateResetOnBackButtonDuringGameplay()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
QueueMode = { Value = QueueMode.AllPlayers },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
AddStep("set spectating state", () => client.ChangeUserState(API.LocalUser.Value.OnlineID, MultiplayerUserState.Spectating));
AddUntilStep("state set to spectating", () => client.LocalUser?.State == MultiplayerUserState.Spectating);
AddStep("join other user", () => client.AddUser(new APIUser { Id = 1234 }));
AddStep("set other user ready", () => client.ChangeUserState(1234, MultiplayerUserState.Ready));
pressReadyButton(1234);
AddUntilStep("wait for gameplay", () => (multiplayerComponents.CurrentScreen as MultiSpectatorScreen)?.IsLoaded == true);
AddStep("press back button and exit", () =>
{
multiplayerComponents.OnBackButton();
multiplayerComponents.Exit();
});
AddUntilStep("wait for return to match subscreen", () => multiplayerComponents.MultiplayerScreen.IsCurrentScreen());
AddUntilStep("user state is idle", () => client.LocalUser?.State == MultiplayerUserState.Idle);
}
[Test]
public void TestSpectatingStateNotResetOnBackButtonOutsideOfGameplay()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
QueueMode = { Value = QueueMode.AllPlayers },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
AddStep("set spectating state", () => client.ChangeUserState(API.LocalUser.Value.OnlineID, MultiplayerUserState.Spectating));
AddUntilStep("state set to spectating", () => client.LocalUser?.State == MultiplayerUserState.Spectating);
AddStep("join other user", () => client.AddUser(new APIUser { Id = 1234 }));
AddStep("set other user ready", () => client.ChangeUserState(1234, MultiplayerUserState.Ready));
pressReadyButton(1234);
AddUntilStep("wait for gameplay", () => (multiplayerComponents.CurrentScreen as MultiSpectatorScreen)?.IsLoaded == true);
AddStep("set other user loaded", () => client.ChangeUserState(1234, MultiplayerUserState.Loaded));
AddStep("set other user finished play", () => client.ChangeUserState(1234, MultiplayerUserState.FinishedPlay));
AddStep("press back button and exit", () =>
{
multiplayerComponents.OnBackButton();
multiplayerComponents.Exit();
});
AddUntilStep("wait for return to match subscreen", () => multiplayerComponents.MultiplayerScreen.IsCurrentScreen());
AddWaitStep("wait for possible state change", 5);
AddUntilStep("user state is spectating", () => client.LocalUser?.State == MultiplayerUserState.Spectating);
}
[Test]
public void TestItemAddedByOtherUserDuringGameplay()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
QueueMode = { Value = QueueMode.AllPlayers },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
enterGameplay();
AddStep("join other user", () => client.AddUser(new APIUser { Id = 1234 }));
AddStep("add item as other user", () => client.AddUserPlaylistItem(1234, new MultiplayerPlaylistItem(new PlaylistItem
{
BeatmapID = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo.OnlineID
})));
AddUntilStep("item arrived in playlist", () => client.Room?.Playlist.Count == 2);
AddStep("exit gameplay as initial user", () => multiplayerComponents.MultiplayerScreen.MakeCurrent());
AddUntilStep("queue contains item", () => this.ChildrenOfType<MultiplayerQueueList>().Single().Items.Single().ID == 2);
}
[Test]
public void TestItemAddedAndDeletedByOtherUserDuringGameplay()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
QueueMode = { Value = QueueMode.AllPlayers },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
enterGameplay();
AddStep("join other user", () => client.AddUser(new APIUser { Id = 1234 }));
AddStep("add item as other user", () => client.AddUserPlaylistItem(1234, new MultiplayerPlaylistItem(new PlaylistItem
{
BeatmapID = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo.OnlineID
})));
AddUntilStep("item arrived in playlist", () => client.Room?.Playlist.Count == 2);
AddStep("delete item as other user", () => client.RemoveUserPlaylistItem(1234, 2));
AddUntilStep("item removed from playlist", () => client.Room?.Playlist.Count == 1);
AddStep("exit gameplay as initial user", () => multiplayerComponents.MultiplayerScreen.MakeCurrent());
AddUntilStep("queue is empty", () => this.ChildrenOfType<MultiplayerQueueList>().Single().Items.Count == 0);
}
private void enterGameplay()
{
pressReadyButton();
pressReadyButton();
AddUntilStep("wait for player", () => multiplayerComponents.CurrentScreen is Player);
}
private ReadyButton readyButton => this.ChildrenOfType<ReadyButton>().Single();
private void pressReadyButton(int? playingUserId = null)
{
// Can't use ClickButtonWhenEnabled<> due to needing to store the state after the button is enabled.
AddUntilStep("wait for ready button to be enabled", () => readyButton.Enabled.Value);
MultiplayerUserState lastState = MultiplayerUserState.Idle;
MultiplayerRoomUser user = null;
AddStep("click ready button", () =>
{
user = playingUserId == null ? client.LocalUser : client.Room?.Users.Single(u => u.UserID == playingUserId);
lastState = user?.State ?? MultiplayerUserState.Idle;
InputManager.MoveMouseTo(readyButton);
InputManager.Click(MouseButton.Left);
});
AddUntilStep("wait for state change", () => user?.State != lastState);
}
private void createRoom(Func<Room> room)
{
AddUntilStep("wait for lounge", () => multiplayerComponents.ChildrenOfType<LoungeSubScreen>().SingleOrDefault()?.IsLoaded == true);
AddStep("open room", () => multiplayerComponents.ChildrenOfType<LoungeSubScreen>().Single().Open(room()));
AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
AddWaitStep("wait for transition", 2);
ClickButtonWhenEnabled<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>();
AddUntilStep("wait for join", () => client.RoomJoined);
}
}
}