mirror of https://github.com/ppy/osu
480 lines
19 KiB
C#
480 lines
19 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 disable
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using System;
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using System.Linq;
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using Moq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Logging;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Multiplayer.Countdown;
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using osu.Game.Online.Rooms;
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using osu.Game.Screens.OnlinePlay;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
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using osuTK;
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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 partial class TestSceneMatchStartControl : OsuManualInputManagerTestScene
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{
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private readonly Mock<MultiplayerClient> multiplayerClient = new Mock<MultiplayerClient>();
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private readonly Mock<OnlinePlayBeatmapAvailabilityTracker> availabilityTracker = new Mock<OnlinePlayBeatmapAvailabilityTracker>();
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private readonly Bindable<BeatmapAvailability> beatmapAvailability = new Bindable<BeatmapAvailability>();
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private readonly Bindable<Room> room = new Bindable<Room>();
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private MultiplayerRoom multiplayerRoom;
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private MultiplayerRoomUser localUser;
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private OngoingOperationTracker ongoingOperationTracker;
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private PopoverContainer content;
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private MatchStartControl control;
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private OsuButton readyButton => control.ChildrenOfType<OsuButton>().Single();
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) =>
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new CachedModelDependencyContainer<Room>(base.CreateChildDependencies(parent)) { Model = { BindTarget = room } };
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[BackgroundDependencyLoader]
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private void load()
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{
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Dependencies.CacheAs(multiplayerClient.Object);
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Dependencies.CacheAs(ongoingOperationTracker = new OngoingOperationTracker());
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Dependencies.CacheAs(availabilityTracker.Object);
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availabilityTracker.SetupGet(a => a.Availability).Returns(beatmapAvailability);
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multiplayerClient.SetupGet(m => m.LocalUser).Returns(() => localUser);
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multiplayerClient.SetupGet(m => m.Room).Returns(() => multiplayerRoom);
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// By default, the local user is to be the host.
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multiplayerClient.SetupGet(m => m.IsHost).Returns(() => ReferenceEquals(multiplayerRoom.Host, localUser));
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// Assume all state changes are accepted by the server.
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multiplayerClient.Setup(m => m.ChangeState(It.IsAny<MultiplayerUserState>()))
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.Callback((MultiplayerUserState r) =>
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{
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Logger.Log($"Changing local user state from {localUser.State} to {r}");
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localUser.State = r;
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raiseRoomUpdated();
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});
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multiplayerClient.Setup(m => m.StartMatch())
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.Callback(() =>
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{
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multiplayerClient.Raise(m => m.LoadRequested -= null);
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// immediately "end" gameplay, as we don't care about that part of the process.
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changeUserState(localUser.UserID, MultiplayerUserState.Idle);
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});
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multiplayerClient.Setup(m => m.SendMatchRequest(It.IsAny<MatchUserRequest>()))
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.Callback((MatchUserRequest request) =>
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{
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switch (request)
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{
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case StartMatchCountdownRequest countdownStart:
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setRoomCountdown(countdownStart.Duration);
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break;
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case StopCountdownRequest:
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clearRoomCountdown();
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break;
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}
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});
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Children = new Drawable[]
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{
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ongoingOperationTracker,
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content = new PopoverContainer { RelativeSizeAxes = Axes.Both }
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};
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}
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("reset state", () =>
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{
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multiplayerClient.Invocations.Clear();
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beatmapAvailability.Value = BeatmapAvailability.LocallyAvailable();
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var playlistItem = new PlaylistItem(Beatmap.Value.BeatmapInfo)
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{
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RulesetID = Beatmap.Value.BeatmapInfo.Ruleset.OnlineID
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};
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room.Value = new Room
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{
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Playlist = { playlistItem },
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CurrentPlaylistItem = { Value = playlistItem }
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};
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localUser = new MultiplayerRoomUser(API.LocalUser.Value.Id) { User = API.LocalUser.Value };
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multiplayerRoom = new MultiplayerRoom(0)
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{
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Playlist =
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{
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TestMultiplayerClient.CreateMultiplayerPlaylistItem(playlistItem),
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},
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Users = { localUser },
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Host = localUser,
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};
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});
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AddStep("create control", () =>
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{
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content.Child = control = new MatchStartControl
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(250, 50),
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};
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});
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}
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[Test]
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public void TestStartWithCountdown()
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{
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("countdown button shown", () => this.ChildrenOfType<MultiplayerCountdownButton>().SingleOrDefault()?.IsPresent == true);
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ClickButtonWhenEnabled<MultiplayerCountdownButton>();
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AddStep("click the first countdown button", () =>
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{
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var popoverButton = this.ChildrenOfType<Popover>().Single().ChildrenOfType<OsuButton>().First();
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InputManager.MoveMouseTo(popoverButton);
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InputManager.Click(MouseButton.Left);
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});
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AddStep("check request received", () =>
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{
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multiplayerClient.Verify(m => m.SendMatchRequest(It.Is<StartMatchCountdownRequest>(req =>
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req.Duration == TimeSpan.FromSeconds(10)
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)), Times.Once);
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});
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}
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[Test]
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public void TestCancelCountdown()
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{
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("countdown button shown", () => this.ChildrenOfType<MultiplayerCountdownButton>().SingleOrDefault()?.IsPresent == true);
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ClickButtonWhenEnabled<MultiplayerCountdownButton>();
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AddStep("click the first countdown button", () =>
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{
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var popoverButton = this.ChildrenOfType<Popover>().Single().ChildrenOfType<OsuButton>().First();
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InputManager.MoveMouseTo(popoverButton);
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InputManager.Click(MouseButton.Left);
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});
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AddStep("check request received", () =>
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{
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multiplayerClient.Verify(m => m.SendMatchRequest(It.Is<StartMatchCountdownRequest>(req =>
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req.Duration == TimeSpan.FromSeconds(10)
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)), Times.Once);
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});
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ClickButtonWhenEnabled<MultiplayerCountdownButton>();
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AddStep("click the cancel button", () =>
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{
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var popoverButton = this.ChildrenOfType<Popover>().Single().ChildrenOfType<OsuButton>().Last();
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InputManager.MoveMouseTo(popoverButton);
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InputManager.Click(MouseButton.Left);
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});
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AddStep("check request received", () =>
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{
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multiplayerClient.Verify(m => m.SendMatchRequest(It.IsAny<StopCountdownRequest>()), Times.Once);
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});
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}
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[Test]
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public void TestReadyAndUnReadyDuringCountdown()
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{
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AddStep("add second user as host", () => addUser(new APIUser { Id = 2, Username = "Another user" }, true));
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AddStep("start countdown", () => setRoomCountdown(TimeSpan.FromMinutes(1)));
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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checkLocalUserState(MultiplayerUserState.Ready);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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checkLocalUserState(MultiplayerUserState.Idle);
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}
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[Test]
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public void TestCountdownWhileSpectating()
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{
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AddStep("set spectating", () => changeUserState(API.LocalUser.Value.OnlineID, MultiplayerUserState.Spectating));
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checkLocalUserState(MultiplayerUserState.Spectating);
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AddAssert("countdown button is visible", () => this.ChildrenOfType<MultiplayerCountdownButton>().Single().IsPresent);
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AddAssert("countdown button enabled", () => this.ChildrenOfType<MultiplayerCountdownButton>().Single().Enabled.Value);
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AddStep("add second user", () => addUser(new APIUser { Id = 2, Username = "Another user" }));
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AddAssert("countdown button enabled", () => this.ChildrenOfType<MultiplayerCountdownButton>().Single().Enabled.Value);
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AddStep("set second user ready", () => changeUserState(2, MultiplayerUserState.Ready));
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AddAssert("countdown button enabled", () => this.ChildrenOfType<MultiplayerCountdownButton>().Single().Enabled.Value);
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}
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[Test]
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public void TestBecomeHostDuringCountdownAndReady()
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{
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AddStep("add second user as host", () =>
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{
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addUser(new APIUser { Id = 2, Username = "Another user" }, true);
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});
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AddStep("start countdown", () => multiplayerClient.Object.SendMatchRequest(new StartMatchCountdownRequest { Duration = TimeSpan.FromMinutes(1) }).WaitSafely());
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AddUntilStep("countdown started", () => multiplayerRoom.ActiveCountdowns.Any());
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AddStep("transfer host to local user", () => transferHost(localUser));
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AddUntilStep("local user is host", () => multiplayerRoom.Host?.Equals(multiplayerClient.Object.LocalUser) == true);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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checkLocalUserState(MultiplayerUserState.Ready);
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AddAssert("countdown still active", () => multiplayerRoom.ActiveCountdowns.Any());
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}
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[Test]
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public void TestCountdownButtonVisibilityWithAutoStart()
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{
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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checkLocalUserState(MultiplayerUserState.Ready);
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AddUntilStep("countdown button visible", () => this.ChildrenOfType<MultiplayerCountdownButton>().Single().IsPresent);
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AddStep("enable auto start", () => changeRoomSettings(new MultiplayerRoomSettings { AutoStartDuration = TimeSpan.FromMinutes(1) }));
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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checkLocalUserState(MultiplayerUserState.Ready);
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AddUntilStep("countdown button not visible", () => !this.ChildrenOfType<MultiplayerCountdownButton>().Single().IsPresent);
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}
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[Test]
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public void TestClickingReadyButtonUnReadiesDuringAutoStart()
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{
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AddStep("enable auto start", () => changeRoomSettings(new MultiplayerRoomSettings { AutoStartDuration = TimeSpan.FromMinutes(1) }));
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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checkLocalUserState(MultiplayerUserState.Ready);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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checkLocalUserState(MultiplayerUserState.Idle);
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}
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[Test]
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public void TestDeletedBeatmapDisableReady()
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{
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AddUntilStep("ready button enabled", () => readyButton.Enabled.Value);
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AddStep("mark beatmap not available", () => beatmapAvailability.Value = BeatmapAvailability.NotDownloaded());
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AddUntilStep("ready button disabled", () => !readyButton.Enabled.Value);
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AddStep("mark beatmap available", () => beatmapAvailability.Value = BeatmapAvailability.LocallyAvailable());
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AddUntilStep("ready button enabled back", () => readyButton.Enabled.Value);
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}
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[Test]
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public void TestToggleStateWhenNotHost()
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{
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AddStep("add second user as host", () =>
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{
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addUser(new APIUser { Id = 2, Username = "Another user" }, true);
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});
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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checkLocalUserState(MultiplayerUserState.Ready);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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checkLocalUserState(MultiplayerUserState.Idle);
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}
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[TestCase(true)]
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[TestCase(false)]
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public void TestToggleStateWhenHost(bool allReady)
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{
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if (!allReady)
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AddStep("add other user", () => addUser(new APIUser { Id = 2, Username = "Another user" }));
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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checkLocalUserState(MultiplayerUserState.Ready);
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verifyGameplayStartFlow();
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}
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[Test]
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public void TestBecomeHostWhileReady()
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{
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AddStep("add host", () =>
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{
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addUser(new APIUser { Id = 2, Username = "Another user" }, true);
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});
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddStep("make local user host", () => transferHost(localUser));
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verifyGameplayStartFlow();
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}
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[Test]
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public void TestLoseHostWhileReady()
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{
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AddStep("setup", () =>
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{
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addUser(new APIUser { Id = 2, Username = "Another user" });
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});
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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checkLocalUserState(MultiplayerUserState.Ready);
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AddStep("transfer host", () => transferHost(multiplayerRoom.Users[1]));
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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checkLocalUserState(MultiplayerUserState.Idle);
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AddUntilStep("ready button enabled", () => readyButton.Enabled.Value);
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}
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[TestCase(true)]
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[TestCase(false)]
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public void TestManyUsersChangingState(bool isHost)
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{
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const int users = 10;
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AddStep("add many users", () =>
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{
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for (int i = 0; i < users; i++)
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addUser(new APIUser { Id = i, Username = "Another user" }, !isHost && i == 2);
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});
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddRepeatStep("change user ready state", () =>
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{
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changeUserState(RNG.Next(0, users), RNG.NextBool() ? MultiplayerUserState.Ready : MultiplayerUserState.Idle);
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}, 20);
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AddRepeatStep("ready all users", () =>
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{
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var nextUnready = multiplayerRoom.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle);
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if (nextUnready != null)
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changeUserState(nextUnready.UserID, MultiplayerUserState.Ready);
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}, users);
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}
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[Test]
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public void TestAbortMatch()
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{
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AddStep("setup client", () =>
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{
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multiplayerClient.Setup(m => m.StartMatch())
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.Callback(() =>
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{
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multiplayerClient.Raise(m => m.LoadRequested -= null);
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multiplayerClient.Object.Room!.State = MultiplayerRoomState.WaitingForLoad;
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// The local user state doesn't really matter, so let's do the same as the base implementation for these tests.
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changeUserState(localUser.UserID, MultiplayerUserState.Idle);
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});
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multiplayerClient.Setup(m => m.AbortMatch())
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.Callback(() =>
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{
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multiplayerClient.Object.Room!.State = MultiplayerRoomState.Open;
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raiseRoomUpdated();
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});
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});
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// Ready
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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// Start match
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("countdown button disabled", () => !this.ChildrenOfType<MultiplayerCountdownButton>().Single().Enabled.Value);
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// Abort
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddStep("check abort request received", () => multiplayerClient.Verify(m => m.AbortMatch(), Times.Once));
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}
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private void verifyGameplayStartFlow()
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{
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checkLocalUserState(MultiplayerUserState.Ready);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddStep("check start request received", () => multiplayerClient.Verify(m => m.StartMatch(), Times.Once));
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}
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private void checkLocalUserState(MultiplayerUserState state) =>
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AddUntilStep($"local user is {state}", () => localUser.State == state);
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private void setRoomCountdown(TimeSpan duration)
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{
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multiplayerRoom.ActiveCountdowns.Add(new MatchStartCountdown { TimeRemaining = duration });
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raiseRoomUpdated();
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}
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private void clearRoomCountdown()
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{
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multiplayerRoom.ActiveCountdowns.Clear();
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raiseRoomUpdated();
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}
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private void changeUserState(int userId, MultiplayerUserState newState)
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{
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multiplayerRoom.Users.Single(u => u.UserID == userId).State = newState;
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raiseRoomUpdated();
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}
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private void addUser(APIUser user, bool asHost = false)
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{
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var multiplayerRoomUser = new MultiplayerRoomUser(user.Id) { User = user };
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multiplayerRoom.Users.Add(multiplayerRoomUser);
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if (asHost)
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transferHost(multiplayerRoomUser);
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raiseRoomUpdated();
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}
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private void transferHost(MultiplayerRoomUser user)
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{
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multiplayerRoom.Host = user;
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raiseRoomUpdated();
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}
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private void changeRoomSettings(MultiplayerRoomSettings settings)
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{
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multiplayerRoom.Settings = settings;
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// Changing settings should reset all user ready statuses.
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foreach (var user in multiplayerRoom.Users)
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{
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if (user.State == MultiplayerUserState.Ready)
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user.State = MultiplayerUserState.Idle;
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}
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raiseRoomUpdated();
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}
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private void raiseRoomUpdated() => multiplayerClient.Raise(m => m.RoomUpdated -= null);
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}
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}
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