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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.
using System ;
using System.Collections.Generic ;
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using System.Linq ;
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using osu.Framework.Allocation ;
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using osu.Framework.Bindables ;
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using osu.Game.Online.API ;
using osu.Game.Online.API.Requests ;
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using osu.Game.Online.Rooms ;
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using osu.Game.Rulesets.Scoring ;
using osu.Game.Scoring ;
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using osu.Game.Screens.OnlinePlay.Components ;
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using osu.Game.Screens.OnlinePlay.Lounge.Components ;
using osu.Game.Screens.OnlinePlay.Multiplayer ;
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namespace osu.Game.Tests.Visual.Multiplayer
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{
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/// <summary>
/// A <see cref="RoomManager"/> for use in multiplayer test scenes. Should generally not be used by itself outside of a <see cref="MultiplayerTestScene"/>.
/// </summary>
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/// <remarks>
/// This implementation will pretend to be a server, handling room retrieval and manipulation requests
/// and returning a roughly expected state, without the need for a server to be running.
/// </remarks>
public class TestRequestHandlingMultiplayerRoomManager : MultiplayerRoomManager
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{
[Resolved]
private IAPIProvider api { get ; set ; }
[Resolved]
private OsuGameBase game { get ; set ; }
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[Cached]
public readonly Bindable < FilterCriteria > Filter = new Bindable < FilterCriteria > ( new FilterCriteria ( ) ) ;
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public new readonly List < Room > Rooms = new List < Room > ( ) ;
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private int currentRoomId ;
private int currentPlaylistItemId ;
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[BackgroundDependencyLoader]
private void load ( )
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{
int currentScoreId = 0 ;
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// Handling here is pretending to be a server, while also updating the local state to match
// how the server would eventually respond and update the RoomManager.
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( ( DummyAPIAccess ) api ) . HandleRequest = req = >
{
switch ( req )
{
case CreateRoomRequest createRoomRequest :
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var apiRoom = new Room ( ) ;
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apiRoom . CopyFrom ( createRoomRequest . Room ) ;
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// Passwords are explicitly not copied between rooms.
apiRoom . HasPassword . Value = ! string . IsNullOrEmpty ( createRoomRequest . Room . Password . Value ) ;
apiRoom . Password . Value = createRoomRequest . Room . Password . Value ;
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AddRoom ( apiRoom ) ;
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var responseRoom = new APICreatedRoom ( ) ;
responseRoom . CopyFrom ( createResponseRoom ( apiRoom , false ) ) ;
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createRoomRequest . TriggerSuccess ( responseRoom ) ;
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return true ;
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case JoinRoomRequest joinRoomRequest :
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{
var room = Rooms . Single ( r = > r . RoomID . Value = = joinRoomRequest . Room . RoomID . Value ) ;
if ( joinRoomRequest . Password ! = room . Password . Value )
{
joinRoomRequest . TriggerFailure ( new InvalidOperationException ( "Invalid password." ) ) ;
return true ;
}
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joinRoomRequest . TriggerSuccess ( ) ;
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return true ;
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}
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case PartRoomRequest partRoomRequest :
partRoomRequest . TriggerSuccess ( ) ;
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return true ;
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case GetRoomsRequest getRoomsRequest :
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var roomsWithoutParticipants = new List < Room > ( ) ;
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foreach ( var r in Rooms )
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roomsWithoutParticipants . Add ( createResponseRoom ( r , false ) ) ;
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getRoomsRequest . TriggerSuccess ( roomsWithoutParticipants ) ;
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return true ;
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case GetRoomRequest getRoomRequest :
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getRoomRequest . TriggerSuccess ( createResponseRoom ( Rooms . Single ( r = > r . RoomID . Value = = getRoomRequest . RoomId ) , true ) ) ;
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return true ;
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case GetBeatmapSetRequest getBeatmapSetRequest :
var onlineReq = new GetBeatmapSetRequest ( getBeatmapSetRequest . ID , getBeatmapSetRequest . Type ) ;
onlineReq . Success + = res = > getBeatmapSetRequest . TriggerSuccess ( res ) ;
onlineReq . Failure + = e = > getBeatmapSetRequest . TriggerFailure ( e ) ;
// Get the online API from the game's dependencies.
game . Dependencies . Get < IAPIProvider > ( ) . Queue ( onlineReq ) ;
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return true ;
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case CreateRoomScoreRequest createRoomScoreRequest :
createRoomScoreRequest . TriggerSuccess ( new APIScoreToken { ID = 1 } ) ;
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return true ;
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case SubmitRoomScoreRequest submitRoomScoreRequest :
submitRoomScoreRequest . TriggerSuccess ( new MultiplayerScore
{
ID = currentScoreId + + ,
Accuracy = 1 ,
EndedAt = DateTimeOffset . Now ,
Passed = true ,
Rank = ScoreRank . S ,
MaxCombo = 1000 ,
TotalScore = 1000000 ,
User = api . LocalUser . Value ,
Statistics = new Dictionary < HitResult , int > ( )
} ) ;
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return true ;
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}
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return false ;
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} ;
}
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public void AddRoom ( Room room )
{
room . RoomID . Value ? ? = currentRoomId + + ;
for ( int i = 0 ; i < room . Playlist . Count ; i + + )
room . Playlist [ i ] . ID = currentPlaylistItemId + + ;
Rooms . Add ( room ) ;
}
public new void RemoveRoom ( Room room ) = > base . RemoveRoom ( room ) ;
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private Room createResponseRoom ( Room room , bool withParticipants )
{
var responseRoom = new Room ( ) ;
responseRoom . CopyFrom ( room ) ;
responseRoom . Password . Value = null ;
if ( ! withParticipants )
responseRoom . RecentParticipants . Clear ( ) ;
return responseRoom ;
}
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public new void ClearRooms ( ) = > base . ClearRooms ( ) ;
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public new void Schedule ( Action action ) = > base . Schedule ( action ) ;
}
}