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

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