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osu-lazer/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiplayerSpectateButton.cs

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// 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;
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using System.Linq;
using System.Threading.Tasks;
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using NUnit.Framework;
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using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
using osu.Framework.Platform;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
using osu.Game.Rulesets;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
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using osu.Game.Tests.Resources;
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using osuTK;
namespace osu.Game.Tests.Visual.Multiplayer
{
public class TestSceneMultiplayerSpectateButton : MultiplayerTestScene
{
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private MultiplayerSpectateButton spectateButton;
private MultiplayerReadyButton readyButton;
private readonly Bindable<PlaylistItem> selectedItem = new Bindable<PlaylistItem>();
private BeatmapSetInfo importedSet;
private BeatmapManager beatmaps;
private RulesetStore rulesets;
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private IDisposable readyClickOperation;
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[BackgroundDependencyLoader]
private void load(GameHost host, AudioManager audio)
{
Dependencies.Cache(rulesets = new RulesetStore(ContextFactory));
Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, Resources, host, Beatmap.Default));
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beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).Wait();
}
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[SetUp]
public new void Setup() => Schedule(() =>
{
AvailabilityTracker.SelectedItem.BindTo(selectedItem);
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importedSet = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First();
Beatmap.Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First());
selectedItem.Value = new PlaylistItem
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{
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Beatmap = { Value = Beatmap.Value.BeatmapInfo },
Ruleset = { Value = Beatmap.Value.BeatmapInfo.Ruleset },
};
Child = new FillFlowContainer
{
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Vertical,
Children = new Drawable[]
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{
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spectateButton = new MultiplayerSpectateButton
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(200, 50),
OnSpectateClick = () =>
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{
readyClickOperation = OngoingOperationTracker.BeginOperation();
Task.Run(async () =>
{
await Client.ToggleSpectate();
readyClickOperation.Dispose();
});
}
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},
readyButton = new MultiplayerReadyButton
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(200, 50),
OnReadyClick = () =>
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{
readyClickOperation = OngoingOperationTracker.BeginOperation();
Task.Run(async () =>
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{
if (Client.IsHost && Client.LocalUser?.State == MultiplayerUserState.Ready)
{
await Client.StartMatch();
return;
}
await Client.ToggleReady();
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readyClickOperation.Dispose();
});
}
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}
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}
};
});
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[TestCase(MultiplayerRoomState.Open)]
[TestCase(MultiplayerRoomState.WaitingForLoad)]
[TestCase(MultiplayerRoomState.Playing)]
public void TestEnabledWhenRoomOpenOrInGameplay(MultiplayerRoomState roomState)
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{
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AddStep($"change room to {roomState}", () => Client.ChangeRoomState(roomState));
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assertSpectateButtonEnablement(true);
}
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[TestCase(MultiplayerUserState.Idle)]
[TestCase(MultiplayerUserState.Ready)]
public void TestToggleWhenIdle(MultiplayerUserState initialState)
{
ClickButtonWhenEnabled<MultiplayerSpectateButton>();
AddUntilStep("user is spectating", () => Client.Room?.Users[0].State == MultiplayerUserState.Spectating);
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ClickButtonWhenEnabled<MultiplayerSpectateButton>();
AddUntilStep("user is idle", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle);
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}
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[TestCase(MultiplayerRoomState.Closed)]
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public void TestDisabledWhenClosed(MultiplayerRoomState roomState)
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{
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AddStep($"change room to {roomState}", () => Client.ChangeRoomState(roomState));
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assertSpectateButtonEnablement(false);
}
[Test]
public void TestReadyButtonDisabledWhenHostAndNoReadyUsers()
{
ClickButtonWhenEnabled<MultiplayerSpectateButton>();
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assertReadyButtonEnablement(false);
}
[Test]
public void TestReadyButtonEnabledWhenHostAndUsersReady()
{
AddStep("add user", () => Client.AddUser(new APIUser { Id = PLAYER_1_ID }));
AddStep("set user ready", () => Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready));
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ClickButtonWhenEnabled<MultiplayerSpectateButton>();
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assertReadyButtonEnablement(true);
}
[Test]
public void TestReadyButtonDisabledWhenNotHostAndUsersReady()
{
AddStep("add user and transfer host", () =>
{
Client.AddUser(new APIUser { Id = PLAYER_1_ID });
Client.TransferHost(PLAYER_1_ID);
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});
AddStep("set user ready", () => Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready));
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ClickButtonWhenEnabled<MultiplayerSpectateButton>();
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assertReadyButtonEnablement(false);
}
private void assertSpectateButtonEnablement(bool shouldBeEnabled)
=> AddUntilStep($"spectate button {(shouldBeEnabled ? "is" : "is not")} enabled", () => spectateButton.ChildrenOfType<OsuButton>().Single().Enabled.Value == shouldBeEnabled);
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private void assertReadyButtonEnablement(bool shouldBeEnabled)
=> AddUntilStep($"ready button {(shouldBeEnabled ? "is" : "is not")} enabled", () => readyButton.ChildrenOfType<OsuButton>().Single().Enabled.Value == shouldBeEnabled);
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}
}