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osu-lazer/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiplayerPlayer.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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#nullable disable
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using System;
using System.Collections.Generic;
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using System.Linq;
using NUnit.Framework;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
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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.Rulesets.Scoring;
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using osu.Game.Screens.OnlinePlay.Multiplayer;
using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual.Multiplayer
{
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public partial class TestSceneMultiplayerPlayer : MultiplayerTestScene
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{
private MultiplayerPlayer player;
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[Test]
public void TestGameplay()
{
setup();
AddUntilStep("wait for gameplay start", () => player.LocalUserPlaying.Value);
}
[Test]
public void TestFail()
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{
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setup(() => new[] { new OsuModAutopilot() });
AddUntilStep("wait for gameplay start", () => player.LocalUserPlaying.Value);
AddStep("set health zero", () => player.ChildrenOfType<HealthProcessor>().Single().Health.Value = 0);
AddUntilStep("wait for fail", () => player.ChildrenOfType<HealthProcessor>().Single().HasFailed);
AddAssert("fail animation not shown", () => !player.GameplayState.HasFailed);
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// ensure that even after reaching a failed state, score processor keeps accounting for new hit results.
// the testing method used here (autopilot + hold key) is sort-of dodgy, but works enough.
AddAssert("score is zero", () => player.GameplayState.ScoreProcessor.TotalScore.Value == 0);
AddStep("hold key", () => player.ChildrenOfType<OsuInputManager.RulesetKeyBindingContainer>().First().TriggerPressed(OsuAction.LeftButton));
AddUntilStep("score changed", () => player.GameplayState.ScoreProcessor.TotalScore.Value > 0);
}
private void setup(Func<IReadOnlyList<Mod>> mods = null)
{
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AddStep("set beatmap", () =>
{
Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
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SelectedMods.Value = mods?.Invoke() ?? Array.Empty<Mod>();
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});
AddStep("Start track playing", () =>
{
Beatmap.Value.Track.Start();
});
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AddStep("initialise gameplay", () =>
{
Stack.Push(player = new MultiplayerPlayer(MultiplayerClient.ServerAPIRoom, new PlaylistItem(Beatmap.Value.BeatmapInfo)
{
RulesetID = Beatmap.Value.BeatmapInfo.Ruleset.OnlineID,
}, MultiplayerClient.ServerRoom?.Users.ToArray()));
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});
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AddUntilStep("wait for player to be current", () => player.IsCurrentScreen() && player.IsLoaded);
AddAssert("gameplay clock is paused", () => player.ChildrenOfType<GameplayClockContainer>().Single().IsPaused.Value);
AddAssert("gameplay clock is not running", () => !player.ChildrenOfType<GameplayClockContainer>().Single().IsRunning);
AddStep("start gameplay", () => ((IMultiplayerClient)MultiplayerClient).GameplayStarted());
AddUntilStep("gameplay clock is not paused", () => !player.ChildrenOfType<GameplayClockContainer>().Single().IsPaused.Value);
AddAssert("gameplay clock is running", () => player.ChildrenOfType<GameplayClockContainer>().Single().IsRunning);
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}
}
}