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osu-lazer/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiplayerMatchSubScreen.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.
using System.Linq;
using NUnit.Framework;
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using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Framework.Testing;
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using osu.Game.Beatmaps;
using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.OnlinePlay.Components;
using osu.Game.Screens.OnlinePlay.Multiplayer;
using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
using osu.Game.Tests.Beatmaps;
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using osu.Game.Tests.Resources;
using osu.Game.Users;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Multiplayer
{
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public class TestSceneMultiplayerMatchSubScreen : MultiplayerTestScene
{
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private MultiplayerMatchSubScreen screen;
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private BeatmapManager beatmaps;
private RulesetStore rulesets;
private BeatmapSetInfo importedSet;
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public TestSceneMultiplayerMatchSubScreen()
: base(false)
{
}
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[BackgroundDependencyLoader]
private void load(GameHost host, AudioManager audio)
{
Dependencies.Cache(rulesets = new RulesetStore(ContextFactory));
Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, host, Beatmap.Default));
beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).Wait();
importedSet = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First();
}
[SetUp]
public new void Setup() => Schedule(() =>
{
Room.Name.Value = "Test Room";
});
[SetUpSteps]
public void SetupSteps()
{
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AddStep("load match", () => LoadScreen(screen = new MultiplayerMatchSubScreen(Room)));
AddUntilStep("wait for load", () => screen.IsCurrentScreen());
}
[Test]
public void TestSettingValidity()
{
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AddAssert("create button not enabled", () => !this.ChildrenOfType<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>().Single().Enabled.Value);
AddStep("set playlist", () =>
{
Room.Playlist.Add(new PlaylistItem
{
Beatmap = { Value = new TestBeatmap(new OsuRuleset().RulesetInfo).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
});
});
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AddAssert("create button enabled", () => this.ChildrenOfType<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>().Single().Enabled.Value);
}
[Test]
public void TestCreatedRoom()
{
AddStep("set playlist", () =>
{
Room.Playlist.Add(new PlaylistItem
{
Beatmap = { Value = new TestBeatmap(new OsuRuleset().RulesetInfo).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
});
});
AddStep("click create button", () =>
{
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InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>().Single());
InputManager.Click(MouseButton.Left);
});
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AddUntilStep("wait for join", () => Client.Room != null);
}
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[Test]
public void TestStartMatchWhileSpectating()
{
AddStep("set playlist", () =>
{
Room.Playlist.Add(new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First()).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
});
});
AddStep("click create button", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>().Single());
InputManager.Click(MouseButton.Left);
});
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AddUntilStep("wait for room join", () => Client.Room != null);
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AddStep("join other user (ready)", () =>
{
Client.AddUser(new User { Id = PLAYER_1_ID });
Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready);
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});
AddStep("click spectate button", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerSpectateButton>().Single());
InputManager.Click(MouseButton.Left);
});
AddUntilStep("wait for ready button to be enabled", () => this.ChildrenOfType<MultiplayerReadyButton>().Single().ChildrenOfType<ReadyButton>().Single().Enabled.Value);
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AddStep("click ready button", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerReadyButton>().Single());
InputManager.Click(MouseButton.Left);
});
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AddUntilStep("match started", () => Client.Room?.State == MultiplayerRoomState.WaitingForLoad);
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}
}
}