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osu-lazer/osu.Game/Tests/Visual/Multiplayer/TestMultiplayerClient.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.
#nullable enable
using System;
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using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Game.Beatmaps;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Online.Multiplayer;
using osu.Game.Online.Multiplayer.MatchTypes.TeamVersus;
using osu.Game.Online.Rooms;
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using osu.Game.Rulesets.Mods;
using APIUser = osu.Game.Online.API.Requests.Responses.APIUser;
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namespace osu.Game.Tests.Visual.Multiplayer
{
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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
{
public override IBindable<bool> IsConnected => isConnected;
private readonly Bindable<bool> isConnected = new Bindable<bool>(true);
public new Room? APIRoom => base.APIRoom;
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public Action<MultiplayerRoom>? RoomSetupAction;
[Resolved]
private IAPIProvider api { get; set; } = null!;
[Resolved]
private BeatmapManager beatmaps { get; set; } = null!;
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private readonly TestMultiplayerRoomManager roomManager;
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/// <summary>
/// Guaranteed up-to-date playlist.
/// </summary>
private readonly List<MultiplayerPlaylistItem> serverSidePlaylist = new List<MultiplayerPlaylistItem>();
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private MultiplayerPlaylistItem? currentItem => Room?.Playlist[currentIndex];
private int currentIndex;
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private long lastPlaylistItemId;
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public TestMultiplayerClient(TestMultiplayerRoomManager roomManager)
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{
this.roomManager = roomManager;
}
public void Connect() => isConnected.Value = true;
public void Disconnect() => isConnected.Value = false;
public MultiplayerRoomUser AddUser(APIUser user, bool markAsPlaying = false)
{
var roomUser = new MultiplayerRoomUser(user.Id) { User = user };
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addUser(roomUser);
if (markAsPlaying)
PlayingUserIds.Add(user.Id);
return roomUser;
}
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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}
public void RemoveUser(APIUser user)
{
Debug.Assert(Room != null);
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((IMultiplayerClient)this).UserLeft(new MultiplayerRoomUser(user.Id));
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);
}
public void ChangeUserState(int userId, MultiplayerUserState newState)
{
Debug.Assert(Room != null);
((IMultiplayerClient)this).UserStateChanged(userId, newState);
Schedule(() =>
{
switch (Room.State)
{
case MultiplayerRoomState.WaitingForLoad:
if (Room.Users.All(u => u.State != MultiplayerUserState.WaitingForLoad))
{
foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.Loaded))
ChangeUserState(u.UserID, MultiplayerUserState.Playing);
((IMultiplayerClient)this).MatchStarted();
ChangeRoomState(MultiplayerRoomState.Playing);
}
break;
case MultiplayerRoomState.Playing:
if (Room.Users.All(u => u.State != MultiplayerUserState.Playing))
{
foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.FinishedPlay))
ChangeUserState(u.UserID, MultiplayerUserState.Results);
ChangeRoomState(MultiplayerRoomState.Open);
((IMultiplayerClient)this).ResultsReady();
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FinishCurrentItem().Wait();
}
break;
}
});
}
public void ChangeUserBeatmapAvailability(int userId, BeatmapAvailability newBeatmapAvailability)
{
Debug.Assert(Room != null);
((IMultiplayerClient)this).UserBeatmapAvailabilityChanged(userId, newBeatmapAvailability);
}
protected override async Task<MultiplayerRoom> JoinRoom(long roomId, string? password = null)
{
var apiRoom = roomManager.ServerSideRooms.Single(r => r.RoomID.Value == roomId);
if (password != apiRoom.Password.Value)
throw new InvalidOperationException("Invalid password.");
serverSidePlaylist.Clear();
serverSidePlaylist.AddRange(apiRoom.Playlist.Select(item => new MultiplayerPlaylistItem(item)));
lastPlaylistItemId = serverSidePlaylist.Max(item => item.ID);
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var localUser = new MultiplayerRoomUser(api.LocalUser.Value.Id)
{
User = api.LocalUser.Value
};
var room = new MultiplayerRoom(roomId)
{
Settings =
{
Name = apiRoom.Name.Value,
MatchType = apiRoom.Type.Value,
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Password = password,
QueueMode = apiRoom.QueueMode.Value
},
Playlist = serverSidePlaylist.ToList(),
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Users = { localUser },
Host = localUser
};
await updatePlaylistOrder(room).ConfigureAwait(false);
await updateCurrentItem(room, false).ConfigureAwait(false);
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RoomSetupAction?.Invoke(room);
RoomSetupAction = null;
return room;
}
protected override void OnRoomJoined()
{
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Debug.Assert(APIRoom != null);
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();
}
protected override Task LeaveRoomInternal() => Task.CompletedTask;
public override Task TransferHost(int userId) => ((IMultiplayerClient)this).HostChanged(userId);
public override Task KickUser(int userId)
{
Debug.Assert(Room != null);
return ((IMultiplayerClient)this).UserKicked(Room.Users.Single(u => u.UserID == userId));
}
public override async Task ChangeSettings(MultiplayerRoomSettings settings)
{
Debug.Assert(Room != null);
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Debug.Assert(APIRoom != null);
Debug.Assert(currentItem != null);
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// Server is authoritative for the time being.
settings.PlaylistItemId = Room.Settings.PlaylistItemId;
await changeQueueMode(settings.QueueMode).ConfigureAwait(false);
await ((IMultiplayerClient)this).SettingsChanged(settings).ConfigureAwait(false);
foreach (var user in Room.Users.Where(u => u.State == MultiplayerUserState.Ready))
ChangeUserState(user.UserID, MultiplayerUserState.Idle);
await changeMatchType(settings.MatchType).ConfigureAwait(false);
}
public override Task ChangeState(MultiplayerUserState newState)
{
ChangeUserState(api.LocalUser.Value.Id, newState);
return Task.CompletedTask;
}
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;
}
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()
{
Debug.Assert(Room != null);
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ChangeRoomState(MultiplayerRoomState.WaitingForLoad);
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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public async Task AddUserPlaylistItem(int userId, MultiplayerPlaylistItem item)
{
Debug.Assert(Room != null);
Debug.Assert(APIRoom != null);
Debug.Assert(currentItem != null);
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if (Room.Settings.QueueMode == QueueMode.HostOnly && Room.Host?.UserID != LocalUser?.UserID)
throw new InvalidOperationException("Local user is not the room host.");
item.OwnerID = userId;
switch (Room.Settings.QueueMode)
{
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case QueueMode.HostOnly:
// In host-only mode, the current item is re-used.
item.ID = currentItem.ID;
item.PlaylistOrder = currentItem.PlaylistOrder;
serverSidePlaylist[currentIndex] = item;
await ((IMultiplayerClient)this).PlaylistItemChanged(item).ConfigureAwait(false);
// Note: Unlike the server, this is the easiest way to update the current item at this point.
await updateCurrentItem(Room, false).ConfigureAwait(false);
break;
default:
await addItem(item).ConfigureAwait(false);
// The current item can change as a result of an item being added. For example, if all items earlier in the queue were expired.
await updateCurrentItem(Room).ConfigureAwait(false);
break;
}
}
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public override Task AddPlaylistItem(MultiplayerPlaylistItem item) => AddUserPlaylistItem(api.LocalUser.Value.OnlineID, item);
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protected override Task<APIBeatmap> GetAPIBeatmap(int beatmapId, CancellationToken cancellationToken = default)
{
IBeatmapSetInfo? set = roomManager.ServerSideRooms.SelectMany(r => r.Playlist)
.FirstOrDefault(p => p.BeatmapID == beatmapId)?.Beatmap.Value.BeatmapSet
?? beatmaps.QueryBeatmap(b => b.OnlineID == beatmapId)?.BeatmapSet;
if (set == null)
throw new InvalidOperationException("Beatmap not found.");
return Task.FromResult(new APIBeatmap
{
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BeatmapSet = new APIBeatmapSet { OnlineID = set.OnlineID },
OnlineID = beatmapId,
Checksum = set.Beatmaps.First(b => b.OnlineID == beatmapId).MD5Hash
});
}
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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private async Task changeQueueMode(QueueMode newMode)
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{
Debug.Assert(Room != null);
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Debug.Assert(APIRoom != null);
Debug.Assert(currentItem != null);
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// When changing to host-only mode, ensure that at least one non-expired playlist item exists by duplicating the current item.
if (newMode == QueueMode.HostOnly && serverSidePlaylist.All(item => item.Expired))
await duplicateCurrentItem().ConfigureAwait(false);
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await updatePlaylistOrder(Room).ConfigureAwait(false);
await updateCurrentItem(Room).ConfigureAwait(false);
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}
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public async Task FinishCurrentItem()
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{
Debug.Assert(Room != null);
Debug.Assert(APIRoom != null);
Debug.Assert(currentItem != null);
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// Expire the current playlist item.
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currentItem.Expired = true;
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currentItem.PlayedAt = DateTimeOffset.Now;
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await ((IMultiplayerClient)this).PlaylistItemChanged(currentItem).ConfigureAwait(false);
await updatePlaylistOrder(Room).ConfigureAwait(false);
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// In host-only mode, a duplicate playlist item will be used for the next round.
if (Room.Settings.QueueMode == QueueMode.HostOnly && serverSidePlaylist.All(item => item.Expired))
await duplicateCurrentItem().ConfigureAwait(false);
await updateCurrentItem(Room).ConfigureAwait(false);
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}
private async Task duplicateCurrentItem()
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{
Debug.Assert(currentItem != null);
await addItem(new MultiplayerPlaylistItem
{
BeatmapID = currentItem.BeatmapID,
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BeatmapChecksum = currentItem.BeatmapChecksum,
RulesetID = currentItem.RulesetID,
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RequiredMods = currentItem.RequiredMods,
AllowedMods = currentItem.AllowedMods
}).ConfigureAwait(false);
}
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private async Task addItem(MultiplayerPlaylistItem item)
{
Debug.Assert(Room != null);
item.ID = ++lastPlaylistItemId;
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serverSidePlaylist.Add(item);
await ((IMultiplayerClient)this).PlaylistItemAdded(item).ConfigureAwait(false);
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await updatePlaylistOrder(Room).ConfigureAwait(false);
}
private async Task updateCurrentItem(MultiplayerRoom room, bool notify = true)
{
// Pick the next non-expired playlist item by playlist order, or default to the most-recently-expired item.
MultiplayerPlaylistItem nextItem = serverSidePlaylist.Where(i => !i.Expired).OrderBy(i => i.PlaylistOrder).FirstOrDefault()
?? serverSidePlaylist.OrderByDescending(i => i.PlayedAt).First();
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currentIndex = serverSidePlaylist.IndexOf(nextItem);
long lastItem = room.Settings.PlaylistItemId;
room.Settings.PlaylistItemId = nextItem.ID;
if (notify && nextItem.ID != lastItem)
await ((IMultiplayerClient)this).SettingsChanged(room.Settings).ConfigureAwait(false);
}
private async Task updatePlaylistOrder(MultiplayerRoom room)
{
List<MultiplayerPlaylistItem> orderedActiveItems;
switch (room.Settings.QueueMode)
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{
default:
orderedActiveItems = serverSidePlaylist.Where(item => !item.Expired).OrderBy(item => item.ID).ToList();
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break;
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case QueueMode.AllPlayersRoundRobin:
orderedActiveItems = new List<MultiplayerPlaylistItem>();
// Todo: This could probably be more efficient, likely at the cost of increased complexity.
// Number of "expired" or "used" items per player.
Dictionary<int, int> perUserCounts = serverSidePlaylist
.GroupBy(item => item.OwnerID)
.ToDictionary(group => group.Key, group => group.Count(item => item.Expired));
// We'll run a simulation over all items which are not expired ("unprocessed"). Expired items will not have their ordering updated.
List<MultiplayerPlaylistItem> unprocessedItems = serverSidePlaylist.Where(item => !item.Expired).ToList();
// In every iteration of the simulation, pick the first available item from the user with the lowest number of items in the queue to add to the result set.
// If multiple users have the same number of items in the queue, then the item with the lowest ID is chosen.
while (unprocessedItems.Count > 0)
{
MultiplayerPlaylistItem candidateItem = unprocessedItems
.OrderBy(item => perUserCounts[item.OwnerID])
.ThenBy(item => item.ID)
.First();
unprocessedItems.Remove(candidateItem);
orderedActiveItems.Add(candidateItem);
perUserCounts[candidateItem.OwnerID]++;
}
break;
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}
for (int i = 0; i < orderedActiveItems.Count; i++)
{
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var item = orderedActiveItems[i];
if (item.PlaylistOrder == i)
continue;
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item.PlaylistOrder = (ushort)i;
await ((IMultiplayerClient)this).PlaylistItemChanged(item).ConfigureAwait(false);
}
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}
}
}