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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.
#nullable enable
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using System ;
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using System.Collections.Generic ;
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using System.Diagnostics ;
using System.Linq ;
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using System.Threading ;
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using System.Threading.Tasks ;
using osu.Framework.Allocation ;
using osu.Framework.Bindables ;
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using osu.Game.Beatmaps ;
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using osu.Game.Online.API ;
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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.Online.Rooms ;
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using osu.Game.Rulesets.Mods ;
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using APIUser = osu . Game . Online . API . Requests . Responses . APIUser ;
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namespace osu.Game.Tests.Visual.Multiplayer
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{
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/// <summary>
/// A <see cref="MultiplayerClient"/> for use in multiplayer test scenes. Should generally not be used by itself outside of a <see cref="MultiplayerTestScene"/>.
/// </summary>
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public class TestMultiplayerClient : MultiplayerClient
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{
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public override IBindable < bool > IsConnected = > isConnected ;
private readonly Bindable < bool > isConnected = new Bindable < bool > ( true ) ;
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public new Room ? APIRoom = > base . APIRoom ;
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public Action < MultiplayerRoom > ? RoomSetupAction ;
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[Resolved]
private IAPIProvider api { get ; set ; } = null ! ;
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[Resolved]
private BeatmapManager beatmaps { get ; set ; } = null ! ;
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private readonly TestMultiplayerRoomManager roomManager ;
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public TestMultiplayerClient ( TestMultiplayerRoomManager roomManager )
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{
this . roomManager = roomManager ;
}
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public void Connect ( ) = > isConnected . Value = true ;
public void Disconnect ( ) = > isConnected . Value = false ;
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public MultiplayerRoomUser AddUser ( APIUser user , bool markAsPlaying = false )
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{
var roomUser = new MultiplayerRoomUser ( user . Id ) { User = user } ;
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addUser ( roomUser ) ;
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if ( markAsPlaying )
PlayingUserIds . Add ( user . Id ) ;
return roomUser ;
}
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public void TestAddUnresolvedUser ( ) = > addUser ( new MultiplayerRoomUser ( TestUserLookupCache . UNRESOLVED_USER_ID ) ) ;
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private void addUser ( MultiplayerRoomUser user )
{
( ( IMultiplayerClient ) this ) . UserJoined ( user ) . Wait ( ) ;
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// We want the user to be immediately available for testing, so force a scheduler update to run the update-bound continuation.
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Scheduler . Update ( ) ;
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switch ( Room ? . MatchState )
{
case TeamVersusRoomState teamVersus :
Debug . Assert ( Room ! = null ) ;
// simulate the server's automatic assignment of users to teams on join.
// the "best" team is the one with the least users on it.
int bestTeam = teamVersus . Teams
. Select ( team = > ( teamID : team . ID , userCount : Room . Users . Count ( u = > ( u . MatchState as TeamVersusUserState ) ? . TeamID = = team . ID ) ) )
. OrderBy ( pair = > pair . userCount )
. First ( ) . teamID ;
( ( IMultiplayerClient ) this ) . MatchUserStateChanged ( user . UserID , new TeamVersusUserState { TeamID = bestTeam } ) . Wait ( ) ;
break ;
}
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}
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public void RemoveUser ( APIUser user )
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{
Debug . Assert ( Room ! = null ) ;
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( ( IMultiplayerClient ) this ) . UserLeft ( new MultiplayerRoomUser ( user . Id ) ) ;
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Schedule ( ( ) = >
{
if ( Room . Users . Any ( ) )
TransferHost ( Room . Users . First ( ) . UserID ) ;
} ) ;
}
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public void ChangeRoomState ( MultiplayerRoomState newState )
{
Debug . Assert ( Room ! = null ) ;
( ( IMultiplayerClient ) this ) . RoomStateChanged ( newState ) ;
}
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public void ChangeUserState ( int userId , MultiplayerUserState newState )
{
Debug . Assert ( Room ! = null ) ;
( ( IMultiplayerClient ) this ) . UserStateChanged ( userId , newState ) ;
Schedule ( ( ) = >
{
switch ( newState )
{
case MultiplayerUserState . Loaded :
if ( Room . Users . All ( u = > u . State ! = MultiplayerUserState . WaitingForLoad ) )
{
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ChangeRoomState ( MultiplayerRoomState . Playing ) ;
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foreach ( var u in Room . Users . Where ( u = > u . State = = MultiplayerUserState . Loaded ) )
ChangeUserState ( u . UserID , MultiplayerUserState . Playing ) ;
( ( IMultiplayerClient ) this ) . MatchStarted ( ) ;
}
break ;
case MultiplayerUserState . FinishedPlay :
if ( Room . Users . All ( u = > u . State ! = MultiplayerUserState . Playing ) )
{
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ChangeRoomState ( MultiplayerRoomState . Open ) ;
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foreach ( var u in Room . Users . Where ( u = > u . State = = MultiplayerUserState . FinishedPlay ) )
ChangeUserState ( u . UserID , MultiplayerUserState . Results ) ;
( ( IMultiplayerClient ) this ) . ResultsReady ( ) ;
}
break ;
}
} ) ;
}
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public void ChangeUserBeatmapAvailability ( int userId , BeatmapAvailability newBeatmapAvailability )
{
Debug . Assert ( Room ! = null ) ;
( ( IMultiplayerClient ) this ) . UserBeatmapAvailabilityChanged ( userId , newBeatmapAvailability ) ;
}
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protected override Task < MultiplayerRoom > JoinRoom ( long roomId , string? password = null )
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{
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var apiRoom = roomManager . ServerSideRooms . Single ( r = > r . RoomID . Value = = roomId ) ;
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if ( password ! = apiRoom . Password . Value )
throw new InvalidOperationException ( "Invalid password." ) ;
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var localUser = new MultiplayerRoomUser ( api . LocalUser . Value . Id )
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{
User = api . LocalUser . Value
} ;
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var room = new MultiplayerRoom ( roomId )
{
Settings =
{
Name = apiRoom . Name . Value ,
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MatchType = apiRoom . Type . Value ,
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BeatmapID = apiRoom . Playlist . Last ( ) . BeatmapID ,
RulesetID = apiRoom . Playlist . Last ( ) . RulesetID ,
BeatmapChecksum = apiRoom . Playlist . Last ( ) . Beatmap . Value . MD5Hash ,
RequiredMods = apiRoom . Playlist . Last ( ) . RequiredMods . Select ( m = > new APIMod ( m ) ) . ToArray ( ) ,
AllowedMods = apiRoom . Playlist . Last ( ) . AllowedMods . Select ( m = > new APIMod ( m ) ) . ToArray ( ) ,
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PlaylistItemId = apiRoom . Playlist . Last ( ) . ID ,
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// ReSharper disable once ConstantNullCoalescingCondition Incorrect inspection due to lack of nullable in Room.cs.
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Password = password ? ? string . Empty ,
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} ,
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Users = { localUser } ,
Host = localUser
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} ;
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RoomSetupAction ? . Invoke ( room ) ;
RoomSetupAction = null ;
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return Task . FromResult ( room ) ;
}
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protected override void OnRoomJoined ( )
{
Debug . Assert ( Room ! = null ) ;
// emulate the server sending this after the join room. scheduler required to make sure the join room event is fired first (in Join).
changeMatchType ( Room . Settings . MatchType ) . Wait ( ) ;
}
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protected override Task LeaveRoomInternal ( ) = > Task . CompletedTask ;
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public override Task TransferHost ( int userId ) = > ( ( IMultiplayerClient ) this ) . HostChanged ( userId ) ;
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public override Task KickUser ( int userId )
{
Debug . Assert ( Room ! = null ) ;
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return ( ( IMultiplayerClient ) this ) . UserKicked ( Room . Users . Single ( u = > u . UserID = = userId ) ) ;
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}
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public override async Task ChangeSettings ( MultiplayerRoomSettings settings )
{
Debug . Assert ( Room ! = null ) ;
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await ( ( IMultiplayerClient ) this ) . SettingsChanged ( settings ) . ConfigureAwait ( false ) ;
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foreach ( var user in Room . Users . Where ( u = > u . State = = MultiplayerUserState . Ready ) )
ChangeUserState ( user . UserID , MultiplayerUserState . Idle ) ;
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await changeMatchType ( settings . MatchType ) . ConfigureAwait ( false ) ;
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}
public override Task ChangeState ( MultiplayerUserState newState )
{
ChangeUserState ( api . LocalUser . Value . Id , newState ) ;
return Task . CompletedTask ;
}
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public override Task ChangeBeatmapAvailability ( BeatmapAvailability newBeatmapAvailability )
{
ChangeUserBeatmapAvailability ( api . LocalUser . Value . Id , newBeatmapAvailability ) ;
return Task . CompletedTask ;
}
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public void ChangeUserMods ( int userId , IEnumerable < Mod > newMods )
= > ChangeUserMods ( userId , newMods . Select ( m = > new APIMod ( m ) ) . ToList ( ) ) ;
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public void ChangeUserMods ( int userId , IEnumerable < APIMod > newMods )
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{
Debug . Assert ( Room ! = null ) ;
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( ( IMultiplayerClient ) this ) . UserModsChanged ( userId , newMods . ToList ( ) ) ;
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}
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public override Task ChangeUserMods ( IEnumerable < APIMod > newMods )
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{
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ChangeUserMods ( api . LocalUser . Value . Id , newMods ) ;
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return Task . CompletedTask ;
}
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public override async Task SendMatchRequest ( MatchUserRequest request )
{
Debug . Assert ( Room ! = null ) ;
Debug . Assert ( LocalUser ! = null ) ;
switch ( request )
{
case ChangeTeamRequest changeTeam :
TeamVersusRoomState roomState = ( TeamVersusRoomState ) Room . MatchState ! ;
TeamVersusUserState userState = ( TeamVersusUserState ) LocalUser . MatchState ! ;
var targetTeam = roomState . Teams . FirstOrDefault ( t = > t . ID = = changeTeam . TeamID ) ;
if ( targetTeam ! = null )
{
userState . TeamID = targetTeam . ID ;
await ( ( IMultiplayerClient ) this ) . MatchUserStateChanged ( LocalUser . UserID , userState ) . ConfigureAwait ( false ) ;
}
break ;
}
}
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public override Task StartMatch ( )
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{
Debug . Assert ( Room ! = null ) ;
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ChangeRoomState ( MultiplayerRoomState . WaitingForLoad ) ;
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foreach ( var user in Room . Users . Where ( u = > u . State = = MultiplayerUserState . Ready ) )
ChangeUserState ( user . UserID , MultiplayerUserState . WaitingForLoad ) ;
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return ( ( IMultiplayerClient ) this ) . LoadRequested ( ) ;
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}
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protected override Task < APIBeatmapSet > GetOnlineBeatmapSet ( int beatmapId , CancellationToken cancellationToken = default )
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{
Debug . Assert ( Room ! = null ) ;
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var apiRoom = roomManager . ServerSideRooms . Single ( r = > r . RoomID . Value = = Room . RoomID ) ;
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IBeatmapSetInfo ? set = apiRoom . Playlist . FirstOrDefault ( p = > p . BeatmapID = = beatmapId ) ? . Beatmap . Value . BeatmapSet
? ? beatmaps . QueryBeatmap ( b = > b . OnlineBeatmapID = = beatmapId ) ? . BeatmapSet ;
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if ( set = = null )
throw new InvalidOperationException ( "Beatmap not found." ) ;
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var apiSet = new APIBeatmapSet
{
OnlineID = set . OnlineID ,
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Beatmaps = set . Beatmaps . Select ( b = > new APIBeatmap { OnlineID = b . OnlineID } ) . ToArray ( ) ,
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} ;
return Task . FromResult ( apiSet ) ;
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}
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private async Task changeMatchType ( MatchType type )
{
Debug . Assert ( Room ! = null ) ;
switch ( type )
{
case MatchType . HeadToHead :
await ( ( IMultiplayerClient ) this ) . MatchRoomStateChanged ( null ) . ConfigureAwait ( false ) ;
foreach ( var user in Room . Users )
await ( ( IMultiplayerClient ) this ) . MatchUserStateChanged ( user . UserID , null ) . ConfigureAwait ( false ) ;
break ;
case MatchType . TeamVersus :
await ( ( IMultiplayerClient ) this ) . MatchRoomStateChanged ( TeamVersusRoomState . CreateDefault ( ) ) . ConfigureAwait ( false ) ;
foreach ( var user in Room . Users )
await ( ( IMultiplayerClient ) this ) . MatchUserStateChanged ( user . UserID , new TeamVersusUserState ( ) ) . ConfigureAwait ( false ) ;
break ;
}
}
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}
}