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osu-lazer/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiplayerReadyButton.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.Linq;
using System.Threading.Tasks;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Framework.Platform;
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using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
using osu.Game.Rulesets;
using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
using osu.Game.Tests.Resources;
using osuTK;
namespace osu.Game.Tests.Visual.Multiplayer
{
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public class TestSceneMultiplayerReadyButton : MultiplayerTestScene
{
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private MultiplayerReadyButton button;
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private BeatmapSetInfo importedSet;
private readonly Bindable<PlaylistItem> selectedItem = new Bindable<PlaylistItem>();
private BeatmapManager beatmaps;
private RulesetStore rulesets;
private IDisposable readyClickOperation;
[BackgroundDependencyLoader]
private void load(GameHost host, AudioManager audio)
{
Dependencies.Cache(rulesets = new RulesetStore(Realm));
Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, Realm, rulesets, null, audio, Resources, host, Beatmap.Default));
Dependencies.Cache(Realm);
beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).WaitSafely();
}
[SetUp]
public new void Setup() => Schedule(() =>
{
AvailabilityTracker.SelectedItem.BindTo(selectedItem);
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importedSet = beatmaps.GetAllUsableBeatmapSets().First();
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Beatmap.Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First());
selectedItem.Value = new PlaylistItem
{
Beatmap = { Value = Beatmap.Value.BeatmapInfo },
Ruleset = { Value = Beatmap.Value.BeatmapInfo.Ruleset },
};
if (button != null)
Remove(button);
Add(button = new MultiplayerReadyButton
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(200, 50),
OnReadyClick = () =>
{
readyClickOperation = OngoingOperationTracker.BeginOperation();
Task.Run(async () =>
{
if (Client.IsHost && Client.LocalUser?.State == MultiplayerUserState.Ready)
{
await Client.StartMatch();
return;
}
await Client.ToggleReady();
readyClickOperation.Dispose();
});
}
});
});
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[Test]
public void TestDeletedBeatmapDisableReady()
{
OsuButton readyButton = null;
AddAssert("ensure ready button enabled", () =>
{
readyButton = button.ChildrenOfType<OsuButton>().Single();
return readyButton.Enabled.Value;
});
AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
AddAssert("ready button disabled", () => !readyButton.Enabled.Value);
AddStep("undelete beatmap", () => beatmaps.Undelete(importedSet));
AddAssert("ready button enabled back", () => readyButton.Enabled.Value);
}
[Test]
public void TestToggleStateWhenNotHost()
{
AddStep("add second user as host", () =>
{
Client.AddUser(new APIUser { Id = 2, Username = "Another user" });
Client.TransferHost(2);
});
ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready);
ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("user is idle", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle);
}
[TestCase(true)]
[TestCase(false)]
public void TestToggleStateWhenHost(bool allReady)
{
AddStep("setup", () =>
{
Client.TransferHost(Client.Room?.Users[0].UserID ?? 0);
if (!allReady)
Client.AddUser(new APIUser { Id = 2, Username = "Another user" });
});
ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready);
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verifyGameplayStartFlow();
}
[Test]
public void TestBecomeHostWhileReady()
{
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AddStep("add host", () =>
{
Client.AddUser(new APIUser { Id = 2, Username = "Another user" });
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Client.TransferHost(2);
});
ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddStep("make user host", () => Client.TransferHost(Client.Room?.Users[0].UserID ?? 0));
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verifyGameplayStartFlow();
}
[Test]
public void TestLoseHostWhileReady()
{
AddStep("setup", () =>
{
Client.TransferHost(Client.Room?.Users[0].UserID ?? 0);
Client.AddUser(new APIUser { Id = 2, Username = "Another user" });
});
ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready);
AddStep("transfer host", () => Client.TransferHost(Client.Room?.Users[1].UserID ?? 0));
ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("user is idle (match not started)", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle);
AddAssert("ready button enabled", () => button.ChildrenOfType<OsuButton>().Single().Enabled.Value);
}
[TestCase(true)]
[TestCase(false)]
public void TestManyUsersChangingState(bool isHost)
{
const int users = 10;
AddStep("setup", () =>
{
Client.TransferHost(Client.Room?.Users[0].UserID ?? 0);
for (int i = 0; i < users; i++)
Client.AddUser(new APIUser { Id = i, Username = "Another user" });
});
if (!isHost)
AddStep("transfer host", () => Client.TransferHost(2));
ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddRepeatStep("change user ready state", () =>
{
Client.ChangeUserState(RNG.Next(0, users), RNG.NextBool() ? MultiplayerUserState.Ready : MultiplayerUserState.Idle);
}, 20);
AddRepeatStep("ready all users", () =>
{
var nextUnready = Client.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle);
if (nextUnready != null)
Client.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Ready);
}, users);
}
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private void verifyGameplayStartFlow()
{
AddUntilStep("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready);
ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("user waiting for load", () => Client.Room?.Users[0].State == MultiplayerUserState.WaitingForLoad);
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AddAssert("ready button disabled", () => !button.ChildrenOfType<OsuButton>().Single().Enabled.Value);
AddStep("transitioned to gameplay", () => readyClickOperation.Dispose());
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AddStep("finish gameplay", () =>
{
Client.ChangeUserState(Client.Room?.Users[0].UserID ?? 0, MultiplayerUserState.Loaded);
Client.ChangeUserState(Client.Room?.Users[0].UserID ?? 0, MultiplayerUserState.FinishedPlay);
});
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AddUntilStep("ready button enabled", () => button.ChildrenOfType<OsuButton>().Single().Enabled.Value);
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}
}
}