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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 ;
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using System.Collections.Generic ;
using System.Linq ;
using NUnit.Framework ;
using osu.Framework.Allocation ;
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using osu.Framework.Extensions ;
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using osu.Framework.Extensions.ObjectExtensions ;
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using osu.Framework.Graphics ;
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using osu.Framework.Graphics.Containers ;
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using osu.Framework.Testing ;
using osu.Game.Beatmaps ;
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using osu.Game.Configuration ;
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using osu.Game.Online.API.Requests.Responses ;
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using osu.Game.Online.Multiplayer ;
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using osu.Game.Online.Multiplayer.MatchTypes.TeamVersus ;
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using osu.Game.Rulesets.UI ;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate ;
using osu.Game.Screens.Play ;
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using osu.Game.Screens.Play.HUD ;
using osu.Game.Screens.Play.PlayerSettings ;
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using osu.Game.Storyboards ;
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using osu.Game.Tests.Beatmaps.IO ;
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using osuTK ;
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using osuTK.Graphics ;
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namespace osu.Game.Tests.Visual.Multiplayer
{
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public class TestSceneMultiSpectatorScreen : MultiplayerTestScene
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{
[Resolved]
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private OsuGameBase game { get ; set ; } = null ! ;
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[Resolved]
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private OsuConfigManager config { get ; set ; } = null ! ;
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[Resolved]
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private BeatmapManager beatmapManager { get ; set ; } = null ! ;
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private MultiSpectatorScreen spectatorScreen = null ! ;
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private readonly List < MultiplayerRoomUser > playingUsers = new List < MultiplayerRoomUser > ( ) ;
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private BeatmapSetInfo importedSet = null ! ;
private BeatmapInfo importedBeatmap = null ! ;
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private int importedBeatmapId ;
[BackgroundDependencyLoader]
private void load ( )
{
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importedSet = BeatmapImportHelper . LoadOszIntoOsu ( game , virtualTrack : true ) . GetResultSafely ( ) ;
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importedBeatmap = importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ;
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importedBeatmapId = importedBeatmap . OnlineID ;
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}
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public override void SetUpSteps ( )
{
base . SetUpSteps ( ) ;
AddStep ( "clear playing users" , ( ) = > playingUsers . Clear ( ) ) ;
}
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[Test]
public void TestDelayedStart ( )
{
AddStep ( "start players silently" , ( ) = >
{
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OnlinePlayDependencies . MultiplayerClient . AddUser ( new APIUser { Id = PLAYER_1_ID } , true ) ;
OnlinePlayDependencies . MultiplayerClient . AddUser ( new APIUser { Id = PLAYER_2_ID } , true ) ;
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playingUsers . Add ( new MultiplayerRoomUser ( PLAYER_1_ID ) ) ;
playingUsers . Add ( new MultiplayerRoomUser ( PLAYER_2_ID ) ) ;
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} ) ;
loadSpectateScreen ( false ) ;
AddWaitStep ( "wait a bit" , 10 ) ;
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AddStep ( "load player first_player_id" , ( ) = > SpectatorClient . SendStartPlay ( PLAYER_1_ID , importedBeatmapId ) ) ;
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AddUntilStep ( "one player added" , ( ) = > spectatorScreen . ChildrenOfType < Player > ( ) . Count ( ) = = 1 ) ;
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AddWaitStep ( "wait a bit" , 10 ) ;
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AddStep ( "load player second_player_id" , ( ) = > SpectatorClient . SendStartPlay ( PLAYER_2_ID , importedBeatmapId ) ) ;
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AddUntilStep ( "two players added" , ( ) = > spectatorScreen . ChildrenOfType < Player > ( ) . Count ( ) = = 2 ) ;
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}
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[Test]
public void TestGeneral ( )
{
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int [ ] userIds = getPlayerIds ( 4 ) ;
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start ( userIds ) ;
loadSpectateScreen ( ) ;
sendFrames ( userIds , 1000 ) ;
AddWaitStep ( "wait a bit" , 20 ) ;
}
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[Test]
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public void TestSpectatorPlayerInteractiveElementsHidden ( )
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{
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HUDVisibilityMode originalConfigValue = default ;
AddStep ( "get original config hud visibility" , ( ) = > originalConfigValue = config . Get < HUDVisibilityMode > ( OsuSetting . HUDVisibilityMode ) ) ;
AddStep ( "set config hud visibility to always" , ( ) = > config . SetValue ( OsuSetting . HUDVisibilityMode , HUDVisibilityMode . Always ) ) ;
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start ( new [ ] { PLAYER_1_ID , PLAYER_2_ID } ) ;
loadSpectateScreen ( false ) ;
AddUntilStep ( "wait for player loaders" , ( ) = > this . ChildrenOfType < PlayerLoader > ( ) . Count ( ) = = 2 ) ;
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AddAssert ( "all player loader settings hidden" , ( ) = > this . ChildrenOfType < PlayerLoader > ( ) . All ( l = > ! l . ChildrenOfType < FillFlowContainer < PlayerSettingsGroup > > ( ) . Any ( ) ) ) ;
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AddUntilStep ( "wait for players to load" , ( ) = > spectatorScreen . AllPlayersLoaded ) ;
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// components wrapped in skinnable target containers load asynchronously, potentially taking more than one frame to load.
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// therefore use until step rather than direct assert to account for that.
AddUntilStep ( "all interactive elements removed" , ( ) = > this . ChildrenOfType < Player > ( ) . All ( p = >
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! p . ChildrenOfType < PlayerSettingsOverlay > ( ) . Any ( ) & &
! p . ChildrenOfType < HoldForMenuButton > ( ) . Any ( ) & &
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p . ChildrenOfType < SongProgressBar > ( ) . SingleOrDefault ( ) ? . ShowHandle = = false ) ) ;
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AddStep ( "restore config hud visibility" , ( ) = > config . SetValue ( OsuSetting . HUDVisibilityMode , originalConfigValue ) ) ;
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}
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[Test]
public void TestTeamDisplay ( )
{
AddStep ( "start players" , ( ) = >
{
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var player1 = OnlinePlayDependencies . MultiplayerClient . AddUser ( new APIUser { Id = PLAYER_1_ID } , true ) ;
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player1 . MatchState = new TeamVersusUserState
{
TeamID = 0 ,
} ;
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var player2 = OnlinePlayDependencies . MultiplayerClient . AddUser ( new APIUser { Id = PLAYER_2_ID } , true ) ;
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player2 . MatchState = new TeamVersusUserState
{
TeamID = 1 ,
} ;
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SpectatorClient . SendStartPlay ( player1 . UserID , importedBeatmapId ) ;
SpectatorClient . SendStartPlay ( player2 . UserID , importedBeatmapId ) ;
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playingUsers . Add ( player1 ) ;
playingUsers . Add ( player2 ) ;
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} ) ;
loadSpectateScreen ( ) ;
sendFrames ( PLAYER_1_ID , 1000 ) ;
sendFrames ( PLAYER_2_ID , 1000 ) ;
AddWaitStep ( "wait a bit" , 20 ) ;
}
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[Test]
public void TestTimeDoesNotProgressWhileAllPlayersPaused ( )
{
start ( new [ ] { PLAYER_1_ID , PLAYER_2_ID } ) ;
loadSpectateScreen ( ) ;
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sendFrames ( PLAYER_1_ID , 40 ) ;
sendFrames ( PLAYER_2_ID , 20 ) ;
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checkPaused ( PLAYER_2_ID , true ) ;
checkPausedInstant ( PLAYER_1_ID , false ) ;
AddAssert ( "master clock still running" , ( ) = > this . ChildrenOfType < MasterGameplayClockContainer > ( ) . Single ( ) . IsRunning ) ;
checkPaused ( PLAYER_1_ID , true ) ;
AddUntilStep ( "master clock paused" , ( ) = > ! this . ChildrenOfType < MasterGameplayClockContainer > ( ) . Single ( ) . IsRunning ) ;
}
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[Test]
public void TestPlayersMustStartSimultaneously ( )
{
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start ( new [ ] { PLAYER_1_ID , PLAYER_2_ID } ) ;
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loadSpectateScreen ( ) ;
// Send frames for one player only, both should remain paused.
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sendFrames ( PLAYER_1_ID , 20 ) ;
checkPausedInstant ( PLAYER_1_ID , true ) ;
checkPausedInstant ( PLAYER_2_ID , true ) ;
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// Send frames for the other player, both should now start playing.
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sendFrames ( PLAYER_2_ID , 20 ) ;
checkPausedInstant ( PLAYER_1_ID , false ) ;
checkPausedInstant ( PLAYER_2_ID , false ) ;
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}
[Test]
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public void TestPlayersDoNotStartSimultaneouslyIfBufferingForMaximumStartDelay ( )
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{
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start ( new [ ] { PLAYER_1_ID , PLAYER_2_ID } ) ;
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loadSpectateScreen ( ) ;
// Send frames for one player only, both should remain paused.
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sendFrames ( PLAYER_1_ID , 1000 ) ;
checkPausedInstant ( PLAYER_1_ID , true ) ;
checkPausedInstant ( PLAYER_2_ID , true ) ;
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// Wait for the start delay seconds...
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AddWaitStep ( "wait maximum start delay seconds" , ( int ) ( SpectatorSyncManager . MAXIMUM_START_DELAY / TimePerAction ) ) ;
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// Player 1 should start playing by itself, player 2 should remain paused.
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checkPausedInstant ( PLAYER_1_ID , false ) ;
checkPausedInstant ( PLAYER_2_ID , true ) ;
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}
[Test]
public void TestPlayersContinueWhileOthersBuffer ( )
{
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start ( new [ ] { PLAYER_1_ID , PLAYER_2_ID } ) ;
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loadSpectateScreen ( ) ;
// Send initial frames for both players. A few more for player 1.
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sendFrames ( PLAYER_1_ID , 20 ) ;
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sendFrames ( PLAYER_2_ID ) ;
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checkPausedInstant ( PLAYER_1_ID , false ) ;
checkPausedInstant ( PLAYER_2_ID , false ) ;
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// Eventually player 2 will pause, player 1 must remain running.
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checkPaused ( PLAYER_2_ID , true ) ;
checkPausedInstant ( PLAYER_1_ID , false ) ;
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// Eventually both players will run out of frames and should pause.
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checkPaused ( PLAYER_1_ID , true ) ;
checkPausedInstant ( PLAYER_2_ID , true ) ;
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// Send more frames for the first player only. Player 1 should start playing with player 2 remaining paused.
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sendFrames ( PLAYER_1_ID , 20 ) ;
checkPausedInstant ( PLAYER_2_ID , true ) ;
checkPausedInstant ( PLAYER_1_ID , false ) ;
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// Send more frames for the second player. Both should be playing
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sendFrames ( PLAYER_2_ID , 20 ) ;
checkPausedInstant ( PLAYER_2_ID , false ) ;
checkPausedInstant ( PLAYER_1_ID , false ) ;
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}
[Test]
public void TestPlayersCatchUpAfterFallingBehind ( )
{
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start ( new [ ] { PLAYER_1_ID , PLAYER_2_ID } ) ;
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loadSpectateScreen ( ) ;
// Send initial frames for both players. A few more for player 1.
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sendFrames ( PLAYER_1_ID , 1000 ) ;
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sendFrames ( PLAYER_2_ID , 30 ) ;
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checkPausedInstant ( PLAYER_1_ID , false ) ;
checkPausedInstant ( PLAYER_2_ID , false ) ;
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// Eventually player 2 will run out of frames and should pause.
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checkPaused ( PLAYER_2_ID , true ) ;
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AddWaitStep ( "wait a few more frames" , 10 ) ;
// Send more frames for player 2. It should unpause.
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sendFrames ( PLAYER_2_ID , 1000 ) ;
checkPausedInstant ( PLAYER_2_ID , false ) ;
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// Player 2 should catch up to player 1 after unpausing.
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waitForCatchup ( PLAYER_2_ID ) ;
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AddWaitStep ( "wait a bit" , 10 ) ;
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}
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[Test]
public void TestMostInSyncUserIsAudioSource ( )
{
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start ( new [ ] { PLAYER_1_ID , PLAYER_2_ID } ) ;
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loadSpectateScreen ( ) ;
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assertMuted ( PLAYER_1_ID , true ) ;
assertMuted ( PLAYER_2_ID , true ) ;
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sendFrames ( PLAYER_1_ID ) ;
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sendFrames ( PLAYER_2_ID , 20 ) ;
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checkPaused ( PLAYER_1_ID , false ) ;
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assertOneNotMuted ( ) ;
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checkPaused ( PLAYER_1_ID , true ) ;
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assertMuted ( PLAYER_1_ID , true ) ;
assertMuted ( PLAYER_2_ID , false ) ;
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sendFrames ( PLAYER_1_ID , 100 ) ;
waitForCatchup ( PLAYER_1_ID ) ;
checkPaused ( PLAYER_2_ID , true ) ;
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assertMuted ( PLAYER_1_ID , false ) ;
assertMuted ( PLAYER_2_ID , true ) ;
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sendFrames ( PLAYER_2_ID , 100 ) ;
waitForCatchup ( PLAYER_2_ID ) ;
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assertMuted ( PLAYER_1_ID , false ) ;
assertMuted ( PLAYER_2_ID , true ) ;
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}
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[Test]
public void TestSpectatingDuringGameplay ( )
{
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int [ ] players = { PLAYER_1_ID , PLAYER_2_ID } ;
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start ( players ) ;
sendFrames ( players , 300 ) ;
loadSpectateScreen ( ) ;
sendFrames ( players , 300 ) ;
AddUntilStep ( "playing from correct point in time" , ( ) = > this . ChildrenOfType < DrawableRuleset > ( ) . All ( r = > r . FrameStableClock . CurrentTime > 30000 ) ) ;
}
[Test]
public void TestSpectatingDuringGameplayWithLateFrames ( )
{
start ( new [ ] { PLAYER_1_ID , PLAYER_2_ID } ) ;
sendFrames ( new [ ] { PLAYER_1_ID , PLAYER_2_ID } , 300 ) ;
loadSpectateScreen ( ) ;
sendFrames ( PLAYER_1_ID , 300 ) ;
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AddWaitStep ( "wait maximum start delay seconds" , ( int ) ( SpectatorSyncManager . MAXIMUM_START_DELAY / TimePerAction ) ) ;
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checkPaused ( PLAYER_1_ID , false ) ;
sendFrames ( PLAYER_2_ID , 300 ) ;
AddUntilStep ( "player 2 playing from correct point in time" , ( ) = > getPlayer ( PLAYER_2_ID ) . ChildrenOfType < DrawableRuleset > ( ) . Single ( ) . FrameStableClock . CurrentTime > 30000 ) ;
}
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[Test]
public void TestPlayersLeaveWhileSpectating ( )
{
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start ( getPlayerIds ( 4 ) ) ;
sendFrames ( getPlayerIds ( 4 ) , 300 ) ;
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loadSpectateScreen ( ) ;
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for ( int count = 3 ; count > = 0 ; count - - )
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{
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int id = PLAYER_1_ID + count ;
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end ( id ) ;
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AddUntilStep ( $"{id} area grayed" , ( ) = > getInstance ( id ) . Colour ! = Color4 . White ) ;
AddUntilStep ( $"{id} score quit set" , ( ) = > getLeaderboardScore ( id ) . HasQuit . Value ) ;
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sendFrames ( getPlayerIds ( count ) , 300 ) ;
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}
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Player ? player = null ;
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AddStep ( $"get {PLAYER_1_ID} player instance" , ( ) = > player = getInstance ( PLAYER_1_ID ) . ChildrenOfType < Player > ( ) . Single ( ) ) ;
start ( new [ ] { PLAYER_1_ID } ) ;
sendFrames ( PLAYER_1_ID , 300 ) ;
AddAssert ( $"{PLAYER_1_ID} player instance still same" , ( ) = > getInstance ( PLAYER_1_ID ) . ChildrenOfType < Player > ( ) . Single ( ) = = player ) ;
AddAssert ( $"{PLAYER_1_ID} area still grayed" , ( ) = > getInstance ( PLAYER_1_ID ) . Colour ! = Color4 . White ) ;
AddAssert ( $"{PLAYER_1_ID} score quit still set" , ( ) = > getLeaderboardScore ( PLAYER_1_ID ) . HasQuit . Value ) ;
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}
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/// <summary>
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/// Tests spectating with a beatmap that has a high <see cref="BeatmapInfo.AudioLeadIn"/> value.
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///
/// This test is not intended not to check the correct initial time value, but only to guard against
/// gameplay potentially getting stuck in a stopped state due to lead in time being present.
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/// </summary>
[Test]
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public void TestAudioLeadIn ( ) = > testLeadIn ( b = > b . BeatmapInfo . AudioLeadIn = 2000 ) ;
/// <summary>
/// Tests spectating with a beatmap that has a storyboard element with a negative start time (i.e. intro storyboard element).
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///
/// This test is not intended not to check the correct initial time value, but only to guard against
/// gameplay potentially getting stuck in a stopped state due to lead in time being present.
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/// </summary>
[Test]
public void TestIntroStoryboardElement ( ) = > testLeadIn ( b = >
{
var sprite = new StoryboardSprite ( "unknown" , Anchor . TopLeft , Vector2 . Zero ) ;
sprite . TimelineGroup . Alpha . Add ( Easing . None , - 2000 , 0 , 0 , 1 ) ;
b . Storyboard . GetLayer ( "Background" ) . Add ( sprite ) ;
} ) ;
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private void testLeadIn ( Action < WorkingBeatmap > ? applyToBeatmap = null )
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{
start ( PLAYER_1_ID ) ;
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loadSpectateScreen ( false , applyToBeatmap ) ;
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// to ensure negative gameplay start time does not affect spectator, send frames exactly after StartGameplay().
// (similar to real spectating sessions in which the first frames get sent between StartGameplay() and player load complete)
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AddStep ( "send frames at gameplay start" , ( ) = > getInstance ( PLAYER_1_ID ) . OnGameplayStarted + = ( ) = > SpectatorClient . SendFramesFromUser ( PLAYER_1_ID , 100 ) ) ;
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AddUntilStep ( "wait for player load" , ( ) = > spectatorScreen . AllPlayersLoaded ) ;
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AddUntilStep ( $"wait for clock running" , ( ) = > getInstance ( PLAYER_1_ID ) . SpectatorPlayerClock . IsRunning ) ;
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assertNotCatchingUp ( PLAYER_1_ID ) ;
assertRunning ( PLAYER_1_ID ) ;
}
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private void loadSpectateScreen ( bool waitForPlayerLoad = true , Action < WorkingBeatmap > ? applyToBeatmap = null )
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{
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AddStep ( "load screen" , ( ) = >
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{
Beatmap . Value = beatmapManager . GetWorkingBeatmap ( importedBeatmap ) ;
Ruleset . Value = importedBeatmap . Ruleset ;
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applyToBeatmap ? . Invoke ( Beatmap . Value ) ;
LoadScreen ( spectatorScreen = new MultiSpectatorScreen ( SelectedRoom . Value , playingUsers . ToArray ( ) ) ) ;
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} ) ;
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AddUntilStep ( "wait for screen load" , ( ) = > spectatorScreen . LoadState = = LoadState . Loaded & & ( ! waitForPlayerLoad | | spectatorScreen . AllPlayersLoaded ) ) ;
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}
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private void start ( int userId , int? beatmapId = null ) = > start ( new [ ] { userId } , beatmapId ) ;
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private void start ( int [ ] userIds , int? beatmapId = null )
{
AddStep ( "start play" , ( ) = >
{
foreach ( int id in userIds )
{
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var user = new MultiplayerRoomUser ( id )
{
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User = new APIUser { Id = id } ,
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} ;
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OnlinePlayDependencies . MultiplayerClient . AddUser ( user . User , true ) ;
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SpectatorClient . SendStartPlay ( id , beatmapId ? ? importedBeatmapId ) ;
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playingUsers . Add ( user ) ;
}
} ) ;
}
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private void end ( int userId )
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{
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AddStep ( $"end play for {userId}" , ( ) = >
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{
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var user = playingUsers . Single ( u = > u . UserID = = userId ) ;
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SpectatorClient . SendEndPlay ( userId ) ;
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OnlinePlayDependencies . MultiplayerClient . RemoveUser ( user . User . AsNonNull ( ) ) ;
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playingUsers . Remove ( user ) ;
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} ) ;
}
private void sendFrames ( int userId , int count = 10 ) = > sendFrames ( new [ ] { userId } , count ) ;
private void sendFrames ( int [ ] userIds , int count = 10 )
{
AddStep ( "send frames" , ( ) = >
{
foreach ( int id in userIds )
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SpectatorClient . SendFramesFromUser ( id , count ) ;
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} ) ;
}
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private void checkPaused ( int userId , bool state )
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= > AddUntilStep ( $"{userId} is {(state ? " paused " : " playing ")}" , ( ) = > getPlayer ( userId ) . ChildrenOfType < GameplayClockContainer > ( ) . First ( ) . IsRunning ! = state ) ;
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private void checkPausedInstant ( int userId , bool state )
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{
checkPaused ( userId , state ) ;
// Todo: The following should work, but is broken because SpectatorScreen retrieves the WorkingBeatmap via the BeatmapManager, bypassing the test scene clock and running real-time.
// AddAssert($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state);
}
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private void assertOneNotMuted ( ) = > AddAssert ( "one player not muted" , ( ) = > spectatorScreen . ChildrenOfType < PlayerArea > ( ) . Count ( p = > ! p . Mute ) = = 1 ) ;
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private void assertMuted ( int userId , bool muted )
= > AddAssert ( $"{userId} {(muted ? " is " : " is not ")} muted" , ( ) = > getInstance ( userId ) . Mute = = muted ) ;
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private void assertRunning ( int userId )
= > AddAssert ( $"{userId} clock running" , ( ) = > getInstance ( userId ) . GameplayClock . IsRunning ) ;
private void assertNotCatchingUp ( int userId )
= > AddAssert ( $"{userId} in sync" , ( ) = > ! getInstance ( userId ) . GameplayClock . IsCatchingUp ) ;
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private void waitForCatchup ( int userId )
= > AddUntilStep ( $"{userId} not catching up" , ( ) = > ! getInstance ( userId ) . GameplayClock . IsCatchingUp ) ;
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private Player getPlayer ( int userId ) = > getInstance ( userId ) . ChildrenOfType < Player > ( ) . Single ( ) ;
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private PlayerArea getInstance ( int userId ) = > spectatorScreen . ChildrenOfType < PlayerArea > ( ) . Single ( p = > p . UserId = = userId ) ;
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private GameplayLeaderboardScore getLeaderboardScore ( int userId ) = > spectatorScreen . ChildrenOfType < GameplayLeaderboardScore > ( ) . Single ( s = > s . User ? . Id = = userId ) ;
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private int [ ] getPlayerIds ( int count ) = > Enumerable . Range ( PLAYER_1_ID , count ) . ToArray ( ) ;
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}
}