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osu-lazer/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiplayer.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.
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using System;
using System.Diagnostics;
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using System.Linq;
using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Extensions;
using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input;
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using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Framework.Utils;
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using osu.Game.Beatmaps;
using osu.Game.Configuration;
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using osu.Game.Graphics.UserInterface;
using osu.Game.Online.API;
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;
using osu.Game.Rulesets.Catch;
using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Screens.OnlinePlay.Components;
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using osu.Game.Screens.OnlinePlay.Lounge;
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using osu.Game.Screens.OnlinePlay.Lounge.Components;
using osu.Game.Screens.OnlinePlay.Match;
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using osu.Game.Screens.OnlinePlay.Multiplayer;
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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;
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using osu.Game.Tests.Resources;
using osuTK.Input;
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using ReadyButton = osu.Game.Screens.OnlinePlay.Components.ReadyButton;
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namespace osu.Game.Tests.Visual.Multiplayer
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{
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public partial class TestSceneMultiplayer : ScreenTestScene
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{
private BeatmapManager beatmaps = null!;
private BeatmapSetInfo importedSet = null!;
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private TestMultiplayerComponents multiplayerComponents = null!;
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private TestMultiplayerClient multiplayerClient => multiplayerComponents.MultiplayerClient;
private TestMultiplayerRoomManager roomManager => multiplayerComponents.RoomManager;
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[Resolved]
private OsuConfigManager config { get; set; } = null!;
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[BackgroundDependencyLoader]
private void load(GameHost host, AudioManager audio)
{
Dependencies.Cache(new RealmRulesetStore(Realm));
Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, Realm, API, audio, Resources, host, Beatmap.Default));
Dependencies.Cache(Realm);
}
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public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("import beatmap", () =>
{
beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).WaitSafely();
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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(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID
}
}
});
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 = multiplayerClient.ClientRoom?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle);
if (nextUnready != null)
multiplayerClient.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Ready);
return multiplayerClient.ClientRoom?.Users.All(u => u.State == MultiplayerUserState.Ready) == true;
});
AddStep("unready all players at once", () =>
{
Debug.Assert(multiplayerClient.ServerRoom != null);
foreach (var u in multiplayerClient.ServerRoom.Users) multiplayerClient.ChangeUserState(u.UserID, MultiplayerUserState.Idle);
});
AddStep("ready all players at once", () =>
{
Debug.Assert(multiplayerClient.ServerRoom != null);
foreach (var u in multiplayerClient.ServerRoom.Users) multiplayerClient.ChangeUserState(u.UserID, MultiplayerUserState.Ready);
});
}
private void addRandomPlayer()
{
int randomUser = RNG.Next(200000, 500000);
multiplayerClient.AddUser(new APIUser { Id = randomUser, Username = $"user {randomUser}" });
}
private void removeLastUser()
{
APIUser? lastUser = multiplayerClient.ServerRoom?.Users.Last().User;
if (lastUser == null || lastUser == multiplayerClient.LocalUser?.User)
return;
multiplayerClient.RemoveUser(lastUser);
}
private void kickLastUser()
{
APIUser? lastUser = multiplayerClient.ServerRoom?.Users.Last().User;
if (lastUser == null || lastUser == multiplayerClient.LocalUser?.User)
return;
multiplayerClient.KickUser(lastUser.Id);
}
private void markNextPlayerReady()
{
var nextUnready = multiplayerClient.ServerRoom?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle);
if (nextUnready != null)
multiplayerClient.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Ready);
}
private void markNextPlayerIdle()
{
var nextUnready = multiplayerClient.ServerRoom?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Ready);
if (nextUnready != null)
multiplayerClient.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));
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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", () => multiplayerClient.RoomJoined);
}
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[Test]
public void TestCreateRoomWithoutPassword()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
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{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID
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}
}
});
AddUntilStep("Check participant count correct", () => multiplayerClient.ClientAPIRoom?.ParticipantCount.Value == 1);
AddUntilStep("Check participant list contains user", () => multiplayerClient.ClientAPIRoom?.RecentParticipants.Count(u => u.Id == API.LocalUser.Value.Id) == 1);
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}
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[Test]
public void TestExitMidJoin()
{
AddStep("create room", () =>
{
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roomManager.AddServerSideRoom(new Room
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{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
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{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID
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}
}
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}, API.LocalUser.Value);
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});
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AddStep("refresh rooms", () => this.ChildrenOfType<LoungeSubScreen>().Single().UpdateFilter());
AddUntilStep("wait for room", () => this.ChildrenOfType<DrawableRoom>().Any());
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AddStep("select room", () => InputManager.Key(Key.Down));
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AddStep("join room and immediately exit select", () =>
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{
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InputManager.Key(Key.Enter);
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Schedule(() => Stack.CurrentScreen.Exit());
});
}
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[Test]
public void TestJoinRoomWithoutPassword()
{
AddStep("create room", () =>
{
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roomManager.AddServerSideRoom(new Room
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{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
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{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID
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}
}
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}, API.LocalUser.Value);
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});
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AddStep("refresh rooms", () => this.ChildrenOfType<LoungeSubScreen>().Single().UpdateFilter());
AddUntilStep("wait for room", () => this.ChildrenOfType<DrawableRoom>().Any());
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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", () => multiplayerClient.RoomJoined);
AddUntilStep("Check participant count correct", () => multiplayerClient.ClientAPIRoom?.ParticipantCount.Value == 1);
AddUntilStep("Check participant list contains user", () => multiplayerClient.ClientAPIRoom?.RecentParticipants.Count(u => u.Id == API.LocalUser.Value.Id) == 1);
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}
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[Test]
public void TestCreateRoomWithPassword()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Password = { Value = "password" },
Playlist =
{
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
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{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID
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}
}
});
AddUntilStep("room has password", () => multiplayerClient.ClientAPIRoom?.Password.Value == "password");
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}
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[Test]
public void TestJoinRoomWithPassword()
{
AddStep("create room", () =>
{
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roomManager.AddServerSideRoom(new Room
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{
Name = { Value = "Test Room" },
Password = { Value = "password" },
Playlist =
{
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
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{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID
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}
}
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}, API.LocalUser.Value);
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});
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AddStep("refresh rooms", () => this.ChildrenOfType<LoungeSubScreen>().Single().UpdateFilter());
AddUntilStep("wait for room", () => this.ChildrenOfType<DrawableRoom>().Any());
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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);
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AddStep("enter password in text box", () => passwordEntryPopover.ChildrenOfType<TextBox>().First().Text = "password");
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AddStep("press join room button", () => passwordEntryPopover.ChildrenOfType<OsuButton>().First().TriggerClick());
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AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
AddUntilStep("wait for join", () => multiplayerClient.RoomJoined);
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}
[Test]
public void TestLocalPasswordUpdatedWhenMultiplayerSettingsChange()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Password = { Value = "password" },
Playlist =
{
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID
}
}
});
AddStep("change password", () => multiplayerClient.ChangeSettings(password: "password2"));
AddUntilStep("local password changed", () => multiplayerClient.ClientAPIRoom?.Password.Value == "password2");
}
[Test]
[FlakyTest]
/*
* On a slight investigation, this is occurring due to the ready button
* not receiving the click input generated by the manual input manager.
*
* TearDown : System.TimeoutException : "wait for ready button to be enabled" timed out
* --TearDown
* at osu.Framework.Testing.Drawables.Steps.UntilStepButton.<>c__DisplayClass11_0.<.ctor>b__0()
* at osu.Framework.Testing.Drawables.Steps.StepButton.PerformStep(Boolean userTriggered)
* at osu.Framework.Testing.TestScene.runNextStep(Action onCompletion, Action`1 onError, Func`2 stopCondition)
*/
public void TestUserSetToIdleWhenBeatmapDeleted()
{
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createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID
}
}
});
pressReadyButton();
AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
AddUntilStep("user state is idle", () => multiplayerClient.LocalUser?.State == MultiplayerUserState.Idle);
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}
[Test]
[FlakyTest] // See above
public void TestPlayStartsWithCorrectBeatmapWhileAtSongSelect()
{
PlaylistItem? item = null;
createRoom(() =>
{
item = new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID
};
return new Room
{
Name = { Value = "Test Room" },
Playlist = { item }
};
});
pressReadyButton();
AddStep("Enter song select", () =>
{
var currentSubScreen = ((Screens.OnlinePlay.Multiplayer.Multiplayer)multiplayerComponents.CurrentScreen).CurrentSubScreen;
((MultiplayerMatchSubScreen)currentSubScreen).OpenSongSelection(item);
});
AddUntilStep("wait for song select", () => this.ChildrenOfType<MultiplayerMatchSongSelect>().FirstOrDefault()?.BeatmapSetsLoaded == true);
AddUntilStep("Beatmap matches current item", () => Beatmap.Value.BeatmapInfo.OnlineID == multiplayerClient.ClientRoom?.Playlist.First().BeatmapID);
AddStep("Select next beatmap", () => InputManager.Key(Key.Down));
AddUntilStep("Beatmap doesn't match current item", () => Beatmap.Value.BeatmapInfo.OnlineID != multiplayerClient.ClientRoom?.Playlist.First().BeatmapID);
AddStep("start match externally", () => multiplayerClient.StartMatch().WaitSafely());
AddUntilStep("play started", () => multiplayerComponents.CurrentScreen is Player);
AddUntilStep("Beatmap matches current item", () => Beatmap.Value.BeatmapInfo.OnlineID == multiplayerClient.ClientRoom?.Playlist.First().BeatmapID);
}
[Test]
[FlakyTest] // See above
public void TestPlayStartsWithCorrectRulesetWhileAtSongSelect()
{
PlaylistItem? item = null;
createRoom(() =>
{
item = new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID
};
return new Room
{
Name = { Value = "Test Room" },
Playlist = { item }
};
});
pressReadyButton();
AddStep("Enter song select", () =>
{
var currentSubScreen = ((Screens.OnlinePlay.Multiplayer.Multiplayer)multiplayerComponents.CurrentScreen).CurrentSubScreen;
((MultiplayerMatchSubScreen)currentSubScreen).OpenSongSelection(item);
});
AddUntilStep("wait for song select", () => this.ChildrenOfType<MultiplayerMatchSongSelect>().FirstOrDefault()?.BeatmapSetsLoaded == true);
AddUntilStep("Ruleset matches current item", () => Ruleset.Value.OnlineID == multiplayerClient.ClientRoom?.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 != multiplayerClient.ClientRoom?.Playlist.First().RulesetID);
AddStep("start match externally", () => multiplayerClient.StartMatch().WaitSafely());
AddUntilStep("play started", () => multiplayerComponents.CurrentScreen is Player);
AddUntilStep("Ruleset matches current item", () => Ruleset.Value.OnlineID == multiplayerClient.ClientRoom?.Playlist.First().RulesetID);
}
[Test]
[FlakyTest] // See above
public void TestPlayStartsWithCorrectModsWhileAtSongSelect()
{
PlaylistItem? item = null;
createRoom(() =>
{
item = new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID
};
return new Room
{
Name = { Value = "Test Room" },
Playlist = { item }
};
});
pressReadyButton();
AddStep("Enter song select", () =>
{
var currentSubScreen = ((Screens.OnlinePlay.Multiplayer.Multiplayer)multiplayerComponents.CurrentScreen).CurrentSubScreen;
((MultiplayerMatchSubScreen)currentSubScreen).OpenSongSelection(item);
});
AddUntilStep("wait for song select", () => this.ChildrenOfType<MultiplayerMatchSongSelect>().FirstOrDefault()?.BeatmapSetsLoaded == true);
AddUntilStep("Mods match current item",
() => SelectedMods.Value.Select(m => m.Acronym).SequenceEqual(multiplayerClient.ClientRoom.AsNonNull().Playlist.First().RequiredMods.Select(m => m.Acronym)));
AddStep("Switch required mods", () => ((MultiplayerMatchSongSelect)multiplayerComponents.MultiplayerScreen.CurrentSubScreen).Mods.Value = new Mod[] { new OsuModDoubleTime() });
AddUntilStep("Mods don't match current item",
() => !SelectedMods.Value.Select(m => m.Acronym).SequenceEqual(multiplayerClient.ClientRoom.AsNonNull().Playlist.First().RequiredMods.Select(m => m.Acronym)));
AddStep("start match externally", () => multiplayerClient.StartMatch().WaitSafely());
AddUntilStep("play started", () => multiplayerComponents.CurrentScreen is Player);
AddUntilStep("Mods match current item",
() => SelectedMods.Value.Select(m => m.Acronym).SequenceEqual(multiplayerClient.ClientRoom.AsNonNull().Playlist.First().RequiredMods.Select(m => m.Acronym)));
}
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[Test]
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public void TestLocalPlayDoesNotStartWhileSpectatingWithNoBeatmap()
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{
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createRoom(() => new Room
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{
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Name = { Value = "Test Room" },
Playlist =
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{
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
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{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID
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}
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}
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});
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AddStep("join other user (ready, host)", () =>
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{
multiplayerClient.AddUser(new APIUser { Id = MultiplayerTestScene.PLAYER_1_ID, Username = "Other" });
multiplayerClient.TransferHost(MultiplayerTestScene.PLAYER_1_ID);
multiplayerClient.ChangeUserState(MultiplayerTestScene.PLAYER_1_ID, MultiplayerUserState.Ready);
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});
AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
ClickButtonWhenEnabled<MultiplayerSpectateButton>();
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AddUntilStep("wait for spectating user state", () => multiplayerClient.LocalUser?.State == MultiplayerUserState.Spectating);
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AddStep("start match externally", () => multiplayerClient.StartMatch().WaitSafely());
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AddAssert("play not started", () => multiplayerComponents.IsCurrentScreen());
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}
[Test]
public void TestLocalPlayStartsWhileSpectatingWhenBeatmapBecomesAvailable()
{
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createRoom(() => new Room
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{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
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{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID
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}
}
});
AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
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AddStep("join other user (ready, host)", () =>
{
multiplayerClient.AddUser(new APIUser { Id = MultiplayerTestScene.PLAYER_1_ID, Username = "Other" });
multiplayerClient.TransferHost(MultiplayerTestScene.PLAYER_1_ID);
multiplayerClient.ChangeUserState(MultiplayerTestScene.PLAYER_1_ID, MultiplayerUserState.Ready);
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});
ClickButtonWhenEnabled<MultiplayerSpectateButton>();
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AddUntilStep("wait for spectating user state", () => multiplayerClient.LocalUser?.State == MultiplayerUserState.Spectating);
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AddStep("start match externally", () => multiplayerClient.StartMatch().WaitSafely());
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AddStep("restore beatmap", () =>
{
beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).WaitSafely();
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importedSet = beatmaps.GetAllUsableBeatmapSets().First();
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});
AddUntilStep("play started", () => multiplayerComponents.CurrentScreen is SpectatorScreen);
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}
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[Test]
public void TestSubScreenExitedWhenDisconnectedFromMultiplayerServer()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
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{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID
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}
}
});
AddStep("disconnect", () => multiplayerClient.Disconnect());
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AddUntilStep("back in lounge", () => this.ChildrenOfType<LoungeSubScreen>().FirstOrDefault()?.IsCurrentScreen() == true);
}
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[Test]
public void TestLeaveNavigation()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
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{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID,
AllowedMods = new[] { new APIMod(new OsuModHidden()) }
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}
}
});
AddStep("open mod overlay", () => this.ChildrenOfType<RoomSubScreen.UserModSelectButton>().Single().TriggerClick());
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AddStep("invoke on back button", () => multiplayerComponents.OnBackButton());
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AddAssert("mod overlay is hidden", () => this.ChildrenOfType<RoomSubScreen>().Single().UserModsSelectOverlay.State.Value == Visibility.Hidden);
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AddAssert("dialog overlay is hidden", () => DialogOverlay.State.Value == Visibility.Hidden);
testLeave("back button", () => multiplayerComponents.OnBackButton());
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// mimics home button and OS window close
testLeave("forced exit", () => multiplayerComponents.Exit());
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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]
[FlakyTest] // See above
public void TestGameplayFlow()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID,
}
}
});
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()?.CurrentTime > time);
}
AddUntilStep("wait for results", () => multiplayerComponents.CurrentScreen is ResultsScreen);
}
[Test]
[FlakyTest] // See above
public void TestGameplayExitFlow()
{
Bindable<double>? holdDelay = null;
AddStep("Set hold delay to zero", () =>
{
holdDelay = config.GetBindable<double>(OsuSetting.UIHoldActivationDelay);
holdDelay.Value = 0;
});
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID,
}
}
});
enterGameplay();
AddUntilStep("wait for playing", () => this.ChildrenOfType<Player>().FirstOrDefault()?.LocalUserPlaying.Value == true);
AddStep("attempt exit without hold", () => InputManager.Key(Key.Escape));
AddAssert("still in gameplay", () => multiplayerComponents.CurrentScreen is Player);
AddStep("attempt exit with hold", () => InputManager.PressKey(Key.Escape));
AddUntilStep("wait for lounge", () => multiplayerComponents.CurrentScreen is Screens.OnlinePlay.Multiplayer.Multiplayer);
AddStep("stop holding", () => InputManager.ReleaseKey(Key.Escape));
AddStep("set hold delay to default", () => holdDelay?.SetDefault());
}
[Test]
[FlakyTest] // See above
public void TestGameplayDoesntStartWithNonLoadedUser()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID,
}
}
});
pressReadyButton();
AddStep("join other user and ready", () =>
{
multiplayerClient.AddUser(new APIUser { Id = 1234 });
multiplayerClient.ChangeUserState(1234, MultiplayerUserState.Ready);
});
AddStep("start match", () =>
{
multiplayerClient.StartMatch();
});
AddUntilStep("wait for player", () => multiplayerComponents.CurrentScreen is Player);
AddWaitStep("wait some", 20);
AddAssert("ensure gameplay hasn't started", () => this.ChildrenOfType<GameplayClockContainer>().SingleOrDefault()?.IsRunning == false);
}
[Test]
public void TestRoomSettingsReQueriedWhenJoiningRoom()
{
AddStep("create room", () =>
{
roomManager.AddServerSideRoom(new Room
{
Name = { Value = "Test Room" },
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QueueMode = { Value = QueueMode.AllPlayers },
Playlist =
{
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID,
}
}
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}, 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(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
{
ID = 2,
RulesetID = new OsuRuleset().RulesetInfo.OnlineID,
});
});
AddStep("join room", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
AddUntilStep("wait for join", () => multiplayerClient.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]
[FlakyTest] // See above
public void TestSpectatingStateResetOnBackButtonDuringGameplay()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
QueueMode = { Value = QueueMode.AllPlayers },
Playlist =
{
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID,
}
}
});
AddStep("set spectating state", () => multiplayerClient.ChangeUserState(API.LocalUser.Value.OnlineID, MultiplayerUserState.Spectating));
AddUntilStep("state set to spectating", () => multiplayerClient.LocalUser?.State == MultiplayerUserState.Spectating);
AddStep("join other user", () => multiplayerClient.AddUser(new APIUser { Id = 1234 }));
AddStep("set other user ready", () => multiplayerClient.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", () => multiplayerClient.LocalUser?.State == MultiplayerUserState.Idle);
}
[Test]
[FlakyTest] // See above
public void TestSpectatingStateNotResetOnBackButtonOutsideOfGameplay()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
QueueMode = { Value = QueueMode.AllPlayers },
Playlist =
{
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID,
}
}
});
AddStep("set spectating state", () => multiplayerClient.ChangeUserState(API.LocalUser.Value.OnlineID, MultiplayerUserState.Spectating));
AddUntilStep("state set to spectating", () => multiplayerClient.LocalUser?.State == MultiplayerUserState.Spectating);
AddStep("join other user", () => multiplayerClient.AddUser(new APIUser { Id = 1234 }));
AddStep("set other user ready", () => multiplayerClient.ChangeUserState(1234, MultiplayerUserState.Ready));
pressReadyButton(1234);
AddUntilStep("wait for gameplay", () => (multiplayerComponents.CurrentScreen as MultiSpectatorScreen)?.IsLoaded == true);
AddStep("set other user loaded", () => multiplayerClient.ChangeUserState(1234, MultiplayerUserState.Loaded));
AddStep("set other user finished play", () => multiplayerClient.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", () => multiplayerClient.LocalUser?.State == MultiplayerUserState.Spectating);
}
[Test]
[FlakyTest] // See above
public void TestItemAddedByOtherUserDuringGameplay()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
QueueMode = { Value = QueueMode.AllPlayers },
Playlist =
{
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID,
}
}
});
enterGameplay();
AddStep("join other user", () => multiplayerClient.AddUser(new APIUser { Id = 1234 }));
AddStep("add item as other user", () => multiplayerClient.AddUserPlaylistItem(1234, TestMultiplayerClient.CreateMultiplayerPlaylistItem(
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID,
})).WaitSafely());
AddUntilStep("item arrived in playlist", () => multiplayerClient.ClientRoom?.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]
[FlakyTest] // See above
public void TestItemAddedAndDeletedByOtherUserDuringGameplay()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
QueueMode = { Value = QueueMode.AllPlayers },
Playlist =
{
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID,
}
}
});
enterGameplay();
AddStep("join other user", () => multiplayerClient.AddUser(new APIUser { Id = 1234 }));
AddStep("add item as other user", () => multiplayerClient.AddUserPlaylistItem(1234, TestMultiplayerClient.CreateMultiplayerPlaylistItem(
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID,
})).WaitSafely());
AddUntilStep("item arrived in playlist", () => multiplayerClient.ClientRoom?.Playlist.Count == 2);
AddStep("delete item as other user", () => multiplayerClient.RemoveUserPlaylistItem(1234, 2).WaitSafely());
AddUntilStep("item removed from playlist", () => multiplayerClient.ClientRoom?.Playlist.Count == 1);
AddStep("exit gameplay as initial user", () => multiplayerComponents.MultiplayerScreen.MakeCurrent());
AddUntilStep("queue is empty", () => this.ChildrenOfType<MultiplayerQueueList>().Single().Items.Count == 0);
}
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[Test]
public void TestGameplayStartsWhileInSpectatorScreen()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem(beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0)).BeatmapInfo)
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{
RulesetID = new OsuRuleset().RulesetInfo.OnlineID
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}
}
});
AddStep("join other user and make host", () =>
{
multiplayerClient.AddUser(new APIUser { Id = 1234 });
multiplayerClient.TransferHost(1234);
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});
AddStep("set local user spectating", () => multiplayerClient.ChangeUserState(API.LocalUser.Value.OnlineID, MultiplayerUserState.Spectating));
AddUntilStep("wait for spectating state", () => multiplayerClient.LocalUser?.State == MultiplayerUserState.Spectating);
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runGameplay();
AddStep("exit gameplay for other user", () => multiplayerClient.ChangeUserState(1234, MultiplayerUserState.Idle));
AddUntilStep("wait for room to be idle", () => multiplayerClient.ClientRoom?.State == MultiplayerRoomState.Open);
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runGameplay();
void runGameplay()
{
AddStep("start match by other user", () =>
{
multiplayerClient.ChangeUserState(1234, MultiplayerUserState.Ready);
multiplayerClient.StartMatch().WaitSafely();
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});
AddUntilStep("wait for loading", () => multiplayerClient.ClientRoom?.State == MultiplayerRoomState.WaitingForLoad);
AddStep("set player loaded", () => multiplayerClient.ChangeUserState(1234, MultiplayerUserState.Loaded));
AddUntilStep("wait for gameplay to start", () => multiplayerClient.ClientRoom?.State == MultiplayerRoomState.Playing);
AddUntilStep("wait for local user to enter spectator", () => multiplayerComponents.CurrentScreen is MultiSpectatorScreen);
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}
}
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 ? multiplayerClient.LocalUser : multiplayerClient.ServerRoom?.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);
}
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private void createRoom(Func<Room> room)
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{
AddUntilStep("wait for lounge", () => multiplayerComponents.ChildrenOfType<LoungeSubScreen>().SingleOrDefault()?.IsLoaded == true);
AddStep("open room", () => multiplayerComponents.ChildrenOfType<LoungeSubScreen>().Single().Open(room()));
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AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
AddWaitStep("wait for transition", 2);
ClickButtonWhenEnabled<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>();
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AddUntilStep("wait for join", () => multiplayerClient.RoomJoined);
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}
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}
}