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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.Diagnostics ;
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using System.Linq ;
using NUnit.Framework ;
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using osu.Framework.Allocation ;
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using osu.Framework.Audio ;
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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.Containers ;
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using osu.Framework.Graphics.UserInterface ;
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using osu.Framework.Input ;
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using osu.Framework.Platform ;
using osu.Framework.Screens ;
using osu.Framework.Testing ;
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using osu.Framework.Utils ;
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using osu.Game.Beatmaps ;
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using osu.Game.Database ;
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using osu.Game.Graphics.UserInterface ;
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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.Rooms ;
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using osu.Game.Overlays.Mods ;
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using osu.Game.Rulesets ;
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using osu.Game.Rulesets.Catch ;
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using osu.Game.Rulesets.Mods ;
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using osu.Game.Rulesets.Osu ;
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using osu.Game.Rulesets.Osu.Mods ;
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using osu.Game.Screens.OnlinePlay.Components ;
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using osu.Game.Screens.OnlinePlay.Lounge ;
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using osu.Game.Screens.OnlinePlay.Lounge.Components ;
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using osu.Game.Screens.OnlinePlay.Match ;
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using osu.Game.Screens.OnlinePlay.Multiplayer ;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Match ;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Match.Playlist ;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate ;
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using osu.Game.Screens.Play ;
using osu.Game.Screens.Ranking ;
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using osu.Game.Screens.Spectate ;
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using osu.Game.Tests.Resources ;
using osuTK.Input ;
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namespace osu.Game.Tests.Visual.Multiplayer
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{
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public class TestSceneMultiplayer : ScreenTestScene
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{
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private BeatmapManager beatmaps ;
private RulesetStore rulesets ;
private BeatmapSetInfo importedSet ;
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private TestMultiplayerComponents multiplayerComponents ;
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private TestMultiplayerClient client = > multiplayerComponents . Client ;
private TestMultiplayerRoomManager roomManager = > multiplayerComponents . RoomManager ;
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[Cached(typeof(UserLookupCache))]
private UserLookupCache lookupCache = new TestUserLookupCache ( ) ;
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[BackgroundDependencyLoader]
private void load ( GameHost host , AudioManager audio )
{
Dependencies . Cache ( rulesets = new RulesetStore ( ContextFactory ) ) ;
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Dependencies . Cache ( beatmaps = new BeatmapManager ( LocalStorage , ContextFactory , rulesets , API , audio , Resources , host , Beatmap . Default ) ) ;
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}
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public override void SetUpSteps ( )
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{
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base . SetUpSteps ( ) ;
AddStep ( "import beatmap" , ( ) = >
{
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beatmaps . Import ( TestResources . GetQuickTestBeatmapForImport ( ) ) . WaitSafely ( ) ;
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importedSet = beatmaps . GetAllUsableBeatmapSets ( ) . First ( ) ;
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} ) ;
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AddStep ( "load multiplayer" , ( ) = > LoadScreen ( multiplayerComponents = new TestMultiplayerComponents ( ) ) ) ;
AddUntilStep ( "wait for multiplayer to load" , ( ) = > multiplayerComponents . IsLoaded ) ;
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AddUntilStep ( "wait for lounge to load" , ( ) = > this . ChildrenOfType < MultiplayerLoungeSubScreen > ( ) . FirstOrDefault ( ) ? . IsLoaded = = true ) ;
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}
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[Test]
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public void TestEmpty ( )
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{
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// used to test the flow of multiplayer from visual tests.
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AddStep ( "empty step" , ( ) = > { } ) ;
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}
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[Test]
public void TestLobbyEvents ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
}
}
} ) ;
AddRepeatStep ( "random stuff happens" , performRandomAction , 30 ) ;
// ensure we have a handful of players so the ready-up sounds good :9
AddRepeatStep ( "player joins" , addRandomPlayer , 5 ) ;
// all ready
AddUntilStep ( "all players ready" , ( ) = >
{
var nextUnready = client . Room ? . Users . FirstOrDefault ( c = > c . State = = MultiplayerUserState . Idle ) ;
if ( nextUnready ! = null )
client . ChangeUserState ( nextUnready . UserID , MultiplayerUserState . Ready ) ;
return client . Room ? . Users . All ( u = > u . State = = MultiplayerUserState . Ready ) = = true ;
} ) ;
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AddStep ( "unready all players at once" , ( ) = >
{
Debug . Assert ( client . Room ! = null ) ;
foreach ( var u in client . Room . Users ) client . ChangeUserState ( u . UserID , MultiplayerUserState . Idle ) ;
} ) ;
AddStep ( "ready all players at once" , ( ) = >
{
Debug . Assert ( client . Room ! = null ) ;
foreach ( var u in client . Room . Users ) client . ChangeUserState ( u . UserID , MultiplayerUserState . Ready ) ;
} ) ;
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}
private void addRandomPlayer ( )
{
int randomUser = RNG . Next ( 200000 , 500000 ) ;
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client . AddUser ( new APIUser { Id = randomUser , Username = $"user {randomUser}" } ) ;
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}
private void removeLastUser ( )
{
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APIUser lastUser = client . Room ? . Users . Last ( ) . User ;
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if ( lastUser = = null | | lastUser = = client . LocalUser ? . User )
return ;
client . RemoveUser ( lastUser ) ;
}
private void kickLastUser ( )
{
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APIUser lastUser = client . Room ? . Users . Last ( ) . User ;
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if ( lastUser = = null | | lastUser = = client . LocalUser ? . User )
return ;
client . KickUser ( lastUser . Id ) ;
}
private void markNextPlayerReady ( )
{
var nextUnready = client . Room ? . Users . FirstOrDefault ( c = > c . State = = MultiplayerUserState . Idle ) ;
if ( nextUnready ! = null )
client . ChangeUserState ( nextUnready . UserID , MultiplayerUserState . Ready ) ;
}
private void markNextPlayerIdle ( )
{
var nextUnready = client . Room ? . Users . FirstOrDefault ( c = > c . State = = MultiplayerUserState . Ready ) ;
if ( nextUnready ! = null )
client . ChangeUserState ( nextUnready . UserID , MultiplayerUserState . Idle ) ;
}
private void performRandomAction ( )
{
int eventToPerform = RNG . Next ( 1 , 6 ) ;
switch ( eventToPerform )
{
case 1 :
addRandomPlayer ( ) ;
break ;
case 2 :
removeLastUser ( ) ;
break ;
case 3 :
kickLastUser ( ) ;
break ;
case 4 :
markNextPlayerReady ( ) ;
break ;
case 5 :
markNextPlayerIdle ( ) ;
break ;
}
}
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[Test]
public void TestCreateRoomViaKeyboard ( )
{
// create room dialog
AddStep ( "Press new document" , ( ) = > InputManager . Keys ( PlatformAction . DocumentNew ) ) ;
AddUntilStep ( "wait for settings" , ( ) = > InputManager . ChildrenOfType < MultiplayerMatchSettingsOverlay > ( ) . FirstOrDefault ( ) ! = null ) ;
// edit playlist item
AddStep ( "Press select" , ( ) = > InputManager . Key ( Key . Enter ) ) ;
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AddUntilStep ( "wait for song select" , ( ) = > InputManager . ChildrenOfType < MultiplayerMatchSongSelect > ( ) . FirstOrDefault ( ) ? . BeatmapSetsLoaded = = true ) ;
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// select beatmap
AddStep ( "Press select" , ( ) = > InputManager . Key ( Key . Enter ) ) ;
AddUntilStep ( "wait for return to screen" , ( ) = > InputManager . ChildrenOfType < MultiplayerMatchSongSelect > ( ) . FirstOrDefault ( ) = = null ) ;
// create room
AddStep ( "Press select" , ( ) = > InputManager . Key ( Key . Enter ) ) ;
AddUntilStep ( "wait for room open" , ( ) = > this . ChildrenOfType < MultiplayerMatchSubScreen > ( ) . FirstOrDefault ( ) ? . IsLoaded = = true ) ;
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AddUntilStep ( "wait for join" , ( ) = > client . RoomJoined ) ;
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}
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[Test]
public void TestCreateRoomWithoutPassword ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
}
}
} ) ;
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AddAssert ( "Check participant count correct" , ( ) = > client . APIRoom ? . ParticipantCount . Value = = 1 ) ;
AddAssert ( "Check participant list contains user" , ( ) = > client . APIRoom ? . RecentParticipants . Count ( u = > u . Id = = API . LocalUser . Value . Id ) = = 1 ) ;
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}
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[Test]
public void TestExitMidJoin ( )
{
AddStep ( "create room" , ( ) = >
{
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roomManager . AddServerSideRoom ( new Room
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{
Name = { Value = "Test Room" } ,
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
}
}
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} , API . LocalUser . Value ) ;
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} ) ;
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AddStep ( "refresh rooms" , ( ) = > this . ChildrenOfType < LoungeSubScreen > ( ) . Single ( ) . UpdateFilter ( ) ) ;
AddUntilStep ( "wait for room" , ( ) = > this . ChildrenOfType < DrawableRoom > ( ) . Any ( ) ) ;
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AddStep ( "select room" , ( ) = > InputManager . Key ( Key . Down ) ) ;
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AddStep ( "join room and immediately exit select" , ( ) = >
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{
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InputManager . Key ( Key . Enter ) ;
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Schedule ( ( ) = > Stack . CurrentScreen . Exit ( ) ) ;
} ) ;
}
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[Test]
public void TestJoinRoomWithoutPassword ( )
{
AddStep ( "create room" , ( ) = >
{
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roomManager . AddServerSideRoom ( new Room
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{
Name = { Value = "Test Room" } ,
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
}
}
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} , API . LocalUser . Value ) ;
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} ) ;
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AddStep ( "refresh rooms" , ( ) = > this . ChildrenOfType < LoungeSubScreen > ( ) . Single ( ) . UpdateFilter ( ) ) ;
AddUntilStep ( "wait for room" , ( ) = > this . ChildrenOfType < DrawableRoom > ( ) . Any ( ) ) ;
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AddStep ( "select room" , ( ) = > InputManager . Key ( Key . Down ) ) ;
AddStep ( "join room" , ( ) = > InputManager . Key ( Key . Enter ) ) ;
AddUntilStep ( "wait for room open" , ( ) = > this . ChildrenOfType < MultiplayerMatchSubScreen > ( ) . FirstOrDefault ( ) ? . IsLoaded = = true ) ;
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AddUntilStep ( "wait for join" , ( ) = > client . RoomJoined ) ;
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AddAssert ( "Check participant count correct" , ( ) = > client . APIRoom ? . ParticipantCount . Value = = 1 ) ;
AddAssert ( "Check participant list contains user" , ( ) = > client . APIRoom ? . RecentParticipants . Count ( u = > u . Id = = API . LocalUser . Value . Id ) = = 1 ) ;
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}
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[Test]
public void TestCreateRoomWithPassword ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
Password = { Value = "password" } ,
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
}
}
} ) ;
AddAssert ( "room has password" , ( ) = > client . APIRoom ? . Password . Value = = "password" ) ;
}
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[Test]
public void TestJoinRoomWithPassword ( )
{
AddStep ( "create room" , ( ) = >
{
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roomManager . AddServerSideRoom ( new Room
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{
Name = { Value = "Test Room" } ,
Password = { Value = "password" } ,
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
}
}
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} , API . LocalUser . Value ) ;
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} ) ;
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AddStep ( "refresh rooms" , ( ) = > this . ChildrenOfType < LoungeSubScreen > ( ) . Single ( ) . UpdateFilter ( ) ) ;
AddUntilStep ( "wait for room" , ( ) = > this . ChildrenOfType < DrawableRoom > ( ) . Any ( ) ) ;
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AddStep ( "select room" , ( ) = > InputManager . Key ( Key . Down ) ) ;
AddStep ( "join room" , ( ) = > InputManager . Key ( Key . Enter ) ) ;
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DrawableLoungeRoom . PasswordEntryPopover passwordEntryPopover = null ;
AddUntilStep ( "password prompt appeared" , ( ) = > ( passwordEntryPopover = InputManager . ChildrenOfType < DrawableLoungeRoom . PasswordEntryPopover > ( ) . FirstOrDefault ( ) ) ! = null ) ;
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AddStep ( "enter password in text box" , ( ) = > passwordEntryPopover . ChildrenOfType < TextBox > ( ) . First ( ) . Text = "password" ) ;
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AddStep ( "press join room button" , ( ) = > passwordEntryPopover . ChildrenOfType < OsuButton > ( ) . First ( ) . TriggerClick ( ) ) ;
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AddUntilStep ( "wait for room open" , ( ) = > this . ChildrenOfType < MultiplayerMatchSubScreen > ( ) . FirstOrDefault ( ) ? . IsLoaded = = true ) ;
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AddUntilStep ( "wait for join" , ( ) = > client . RoomJoined ) ;
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}
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[Test]
public void TestLocalPasswordUpdatedWhenMultiplayerSettingsChange ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
Password = { Value = "password" } ,
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
}
}
} ) ;
AddStep ( "change password" , ( ) = > client . ChangeSettings ( password : "password2" ) ) ;
AddUntilStep ( "local password changed" , ( ) = > client . APIRoom ? . Password . Value = = "password2" ) ;
}
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[Test]
public void TestUserSetToIdleWhenBeatmapDeleted ( )
{
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createRoom ( ( ) = > new Room
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{
Name = { Value = "Test Room" } ,
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
}
}
} ) ;
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pressReadyButton ( ) ;
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AddStep ( "delete beatmap" , ( ) = > beatmaps . Delete ( importedSet ) ) ;
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AddUntilStep ( "user state is idle" , ( ) = > client . LocalUser ? . State = = MultiplayerUserState . Idle ) ;
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}
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[Test]
public void TestPlayStartsWithCorrectBeatmapWhileAtSongSelect ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
}
}
} ) ;
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pressReadyButton ( ) ;
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AddStep ( "Enter song select" , ( ) = >
{
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var currentSubScreen = ( ( Screens . OnlinePlay . Multiplayer . Multiplayer ) multiplayerComponents . CurrentScreen ) . CurrentSubScreen ;
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( ( MultiplayerMatchSubScreen ) currentSubScreen ) . OpenSongSelection ( client . Room ? . Settings . PlaylistItemId ) ;
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} ) ;
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AddUntilStep ( "wait for song select" , ( ) = > this . ChildrenOfType < MultiplayerMatchSongSelect > ( ) . FirstOrDefault ( ) ? . BeatmapSetsLoaded = = true ) ;
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AddAssert ( "Beatmap matches current item" , ( ) = > Beatmap . Value . BeatmapInfo . OnlineID = = client . Room ? . Playlist . First ( ) . BeatmapID ) ;
AddStep ( "Select next beatmap" , ( ) = > InputManager . Key ( Key . Down ) ) ;
AddUntilStep ( "Beatmap doesn't match current item" , ( ) = > Beatmap . Value . BeatmapInfo . OnlineID ! = client . Room ? . Playlist . First ( ) . BeatmapID ) ;
AddStep ( "start match externally" , ( ) = > client . StartMatch ( ) ) ;
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AddUntilStep ( "play started" , ( ) = > multiplayerComponents . CurrentScreen is Player ) ;
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AddAssert ( "Beatmap matches current item" , ( ) = > Beatmap . Value . BeatmapInfo . OnlineID = = client . Room ? . Playlist . First ( ) . BeatmapID ) ;
}
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[Test]
public void TestPlayStartsWithCorrectRulesetWhileAtSongSelect ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
}
}
} ) ;
pressReadyButton ( ) ;
AddStep ( "Enter song select" , ( ) = >
{
var currentSubScreen = ( ( Screens . OnlinePlay . Multiplayer . Multiplayer ) multiplayerComponents . CurrentScreen ) . CurrentSubScreen ;
( ( MultiplayerMatchSubScreen ) currentSubScreen ) . OpenSongSelection ( client . Room ? . Settings . PlaylistItemId ) ;
} ) ;
AddUntilStep ( "wait for song select" , ( ) = > this . ChildrenOfType < MultiplayerMatchSongSelect > ( ) . FirstOrDefault ( ) ? . BeatmapSetsLoaded = = true ) ;
AddAssert ( "Ruleset matches current item" , ( ) = > Ruleset . Value . OnlineID = = client . Room ? . Playlist . First ( ) . RulesetID ) ;
AddStep ( "Switch ruleset" , ( ) = > ( ( MultiplayerMatchSongSelect ) multiplayerComponents . MultiplayerScreen . CurrentSubScreen ) . Ruleset . Value = new CatchRuleset ( ) . RulesetInfo ) ;
AddUntilStep ( "Ruleset doesn't match current item" , ( ) = > Ruleset . Value . OnlineID ! = client . Room ? . Playlist . First ( ) . RulesetID ) ;
AddStep ( "start match externally" , ( ) = > client . StartMatch ( ) ) ;
AddUntilStep ( "play started" , ( ) = > multiplayerComponents . CurrentScreen is Player ) ;
AddAssert ( "Ruleset matches current item" , ( ) = > Ruleset . Value . OnlineID = = client . Room ? . Playlist . First ( ) . RulesetID ) ;
}
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[Test]
public void TestPlayStartsWithCorrectModsWhileAtSongSelect ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
}
}
} ) ;
pressReadyButton ( ) ;
AddStep ( "Enter song select" , ( ) = >
{
var currentSubScreen = ( ( Screens . OnlinePlay . Multiplayer . Multiplayer ) multiplayerComponents . CurrentScreen ) . CurrentSubScreen ;
( ( MultiplayerMatchSubScreen ) currentSubScreen ) . OpenSongSelection ( client . Room ? . Settings . PlaylistItemId ) ;
} ) ;
AddUntilStep ( "wait for song select" , ( ) = > this . ChildrenOfType < MultiplayerMatchSongSelect > ( ) . FirstOrDefault ( ) ? . BeatmapSetsLoaded = = true ) ;
AddAssert ( "Mods match current item" , ( ) = > SelectedMods . Value . Select ( m = > m . Acronym ) . SequenceEqual ( client . Room . AsNonNull ( ) . Playlist . First ( ) . RequiredMods . Select ( m = > m . Acronym ) ) ) ;
AddStep ( "Switch required mods" , ( ) = > ( ( MultiplayerMatchSongSelect ) multiplayerComponents . MultiplayerScreen . CurrentSubScreen ) . Mods . Value = new Mod [ ] { new OsuModDoubleTime ( ) } ) ;
AddAssert ( "Mods don't match current item" , ( ) = > ! SelectedMods . Value . Select ( m = > m . Acronym ) . SequenceEqual ( client . Room . AsNonNull ( ) . Playlist . First ( ) . RequiredMods . Select ( m = > m . Acronym ) ) ) ;
AddStep ( "start match externally" , ( ) = > client . StartMatch ( ) ) ;
AddUntilStep ( "play started" , ( ) = > multiplayerComponents . CurrentScreen is Player ) ;
AddAssert ( "Mods match current item" , ( ) = > SelectedMods . Value . Select ( m = > m . Acronym ) . SequenceEqual ( client . Room . AsNonNull ( ) . Playlist . First ( ) . RequiredMods . Select ( m = > m . Acronym ) ) ) ;
}
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[Test]
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public void TestLocalPlayDoesNotStartWhileSpectatingWithNoBeatmap ( )
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{
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createRoom ( ( ) = > new Room
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{
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Name = { Value = "Test Room" } ,
Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
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}
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}
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} ) ;
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AddStep ( "join other user (ready, host)" , ( ) = >
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{
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client . AddUser ( new APIUser { Id = MultiplayerTestScene . PLAYER_1_ID , Username = "Other" } ) ;
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client . TransferHost ( MultiplayerTestScene . PLAYER_1_ID ) ;
client . ChangeUserState ( MultiplayerTestScene . PLAYER_1_ID , MultiplayerUserState . Ready ) ;
} ) ;
AddStep ( "delete beatmap" , ( ) = > beatmaps . Delete ( importedSet ) ) ;
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ClickButtonWhenEnabled < MultiplayerSpectateButton > ( ) ;
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AddUntilStep ( "wait for spectating user state" , ( ) = > client . LocalUser ? . State = = MultiplayerUserState . Spectating ) ;
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AddStep ( "start match externally" , ( ) = > client . StartMatch ( ) ) ;
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AddAssert ( "play not started" , ( ) = > multiplayerComponents . IsCurrentScreen ( ) ) ;
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}
[Test]
public void TestLocalPlayStartsWhileSpectatingWhenBeatmapBecomesAvailable ( )
{
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createRoom ( ( ) = > new Room
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{
Name = { Value = "Test Room" } ,
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
}
}
} ) ;
AddStep ( "delete beatmap" , ( ) = > beatmaps . Delete ( importedSet ) ) ;
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AddStep ( "join other user (ready, host)" , ( ) = >
{
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client . AddUser ( new APIUser { Id = MultiplayerTestScene . PLAYER_1_ID , Username = "Other" } ) ;
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client . TransferHost ( MultiplayerTestScene . PLAYER_1_ID ) ;
client . ChangeUserState ( MultiplayerTestScene . PLAYER_1_ID , MultiplayerUserState . Ready ) ;
} ) ;
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ClickButtonWhenEnabled < MultiplayerSpectateButton > ( ) ;
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AddUntilStep ( "wait for spectating user state" , ( ) = > client . LocalUser ? . State = = MultiplayerUserState . Spectating ) ;
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AddStep ( "start match externally" , ( ) = > client . StartMatch ( ) ) ;
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AddStep ( "restore beatmap" , ( ) = >
{
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beatmaps . Import ( TestResources . GetQuickTestBeatmapForImport ( ) ) . WaitSafely ( ) ;
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importedSet = beatmaps . GetAllUsableBeatmapSets ( ) . First ( ) ;
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} ) ;
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AddUntilStep ( "play started" , ( ) = > multiplayerComponents . CurrentScreen is SpectatorScreen ) ;
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}
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[Test]
public void TestSubScreenExitedWhenDisconnectedFromMultiplayerServer ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
}
}
} ) ;
AddStep ( "disconnect" , ( ) = > client . Disconnect ( ) ) ;
AddUntilStep ( "back in lounge" , ( ) = > this . ChildrenOfType < LoungeSubScreen > ( ) . FirstOrDefault ( ) ? . IsCurrentScreen ( ) = = true ) ;
}
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[Test]
public void TestLeaveNavigation ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
AllowedMods = { new OsuModHidden ( ) }
}
}
} ) ;
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AddStep ( "open mod overlay" , ( ) = > this . ChildrenOfType < RoomSubScreen . UserModSelectButton > ( ) . Single ( ) . TriggerClick ( ) ) ;
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AddStep ( "invoke on back button" , ( ) = > multiplayerComponents . OnBackButton ( ) ) ;
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AddAssert ( "mod overlay is hidden" , ( ) = > this . ChildrenOfType < UserModSelectOverlay > ( ) . Single ( ) . State . Value = = Visibility . Hidden ) ;
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AddAssert ( "dialog overlay is hidden" , ( ) = > DialogOverlay . State . Value = = Visibility . Hidden ) ;
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testLeave ( "back button" , ( ) = > multiplayerComponents . OnBackButton ( ) ) ;
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// mimics home button and OS window close
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testLeave ( "forced exit" , ( ) = > multiplayerComponents . Exit ( ) ) ;
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void testLeave ( string actionName , Action action )
{
AddStep ( $"leave via {actionName}" , action ) ;
AddAssert ( "dialog overlay is visible" , ( ) = > DialogOverlay . State . Value = = Visibility . Visible ) ;
AddStep ( "close dialog overlay" , ( ) = > InputManager . Key ( Key . Escape ) ) ;
}
}
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[Test]
public void TestGameplayFlow ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
}
}
} ) ;
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enterGameplay ( ) ;
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// Gameplay runs in real-time, so we need to incrementally check if gameplay has finished in order to not time out.
for ( double i = 1000 ; i < TestResources . QUICK_BEATMAP_LENGTH ; i + = 1000 )
{
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double time = i ;
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AddUntilStep ( $"wait for time > {i}" , ( ) = > this . ChildrenOfType < GameplayClockContainer > ( ) . SingleOrDefault ( ) ? . GameplayClock . CurrentTime > time ) ;
}
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AddUntilStep ( "wait for results" , ( ) = > multiplayerComponents . CurrentScreen is ResultsScreen ) ;
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}
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[Test]
public void TestRoomSettingsReQueriedWhenJoiningRoom ( )
{
AddStep ( "create room" , ( ) = >
{
roomManager . AddServerSideRoom ( new Room
{
Name = { Value = "Test Room" } ,
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QueueMode = { Value = QueueMode . AllPlayers } ,
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Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
}
}
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} , API . LocalUser . Value ) ;
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} ) ;
AddStep ( "refresh rooms" , ( ) = > this . ChildrenOfType < LoungeSubScreen > ( ) . Single ( ) . UpdateFilter ( ) ) ;
AddUntilStep ( "wait for room" , ( ) = > this . ChildrenOfType < DrawableRoom > ( ) . Any ( ) ) ;
AddStep ( "select room" , ( ) = > InputManager . Key ( Key . Down ) ) ;
AddStep ( "disable polling" , ( ) = > this . ChildrenOfType < ListingPollingComponent > ( ) . Single ( ) . TimeBetweenPolls . Value = 0 ) ;
AddStep ( "change server-side settings" , ( ) = >
{
roomManager . ServerSideRooms [ 0 ] . Name . Value = "New name" ;
roomManager . ServerSideRooms [ 0 ] . Playlist . Add ( new PlaylistItem
{
ID = 2 ,
Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
} ) ;
} ) ;
AddStep ( "join room" , ( ) = > InputManager . Key ( Key . Enter ) ) ;
AddUntilStep ( "wait for room open" , ( ) = > this . ChildrenOfType < MultiplayerMatchSubScreen > ( ) . FirstOrDefault ( ) ? . IsLoaded = = true ) ;
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AddUntilStep ( "wait for join" , ( ) = > client . RoomJoined ) ;
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AddAssert ( "local room has correct settings" , ( ) = >
{
var localRoom = this . ChildrenOfType < MultiplayerMatchSubScreen > ( ) . Single ( ) . Room ;
return localRoom . Name . Value = = roomManager . ServerSideRooms [ 0 ] . Name . Value
& & localRoom . Playlist . SequenceEqual ( roomManager . ServerSideRooms [ 0 ] . Playlist ) ;
} ) ;
}
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[Test]
public void TestSpectatingStateResetOnBackButtonDuringGameplay ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
QueueMode = { Value = QueueMode . AllPlayers } ,
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
}
}
} ) ;
AddStep ( "set spectating state" , ( ) = > client . ChangeUserState ( API . LocalUser . Value . OnlineID , MultiplayerUserState . Spectating ) ) ;
AddUntilStep ( "state set to spectating" , ( ) = > client . LocalUser ? . State = = MultiplayerUserState . Spectating ) ;
AddStep ( "join other user" , ( ) = > client . AddUser ( new APIUser { Id = 1234 } ) ) ;
AddStep ( "set other user ready" , ( ) = > client . ChangeUserState ( 1234 , MultiplayerUserState . Ready ) ) ;
pressReadyButton ( 1234 ) ;
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AddUntilStep ( "wait for gameplay" , ( ) = > ( multiplayerComponents . CurrentScreen as MultiSpectatorScreen ) ? . IsLoaded = = true ) ;
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AddStep ( "press back button and exit" , ( ) = >
{
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multiplayerComponents . OnBackButton ( ) ;
multiplayerComponents . Exit ( ) ;
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} ) ;
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AddUntilStep ( "wait for return to match subscreen" , ( ) = > multiplayerComponents . MultiplayerScreen . IsCurrentScreen ( ) ) ;
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AddUntilStep ( "user state is idle" , ( ) = > client . LocalUser ? . State = = MultiplayerUserState . Idle ) ;
}
[Test]
public void TestSpectatingStateNotResetOnBackButtonOutsideOfGameplay ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
QueueMode = { Value = QueueMode . AllPlayers } ,
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
}
}
} ) ;
AddStep ( "set spectating state" , ( ) = > client . ChangeUserState ( API . LocalUser . Value . OnlineID , MultiplayerUserState . Spectating ) ) ;
AddUntilStep ( "state set to spectating" , ( ) = > client . LocalUser ? . State = = MultiplayerUserState . Spectating ) ;
AddStep ( "join other user" , ( ) = > client . AddUser ( new APIUser { Id = 1234 } ) ) ;
AddStep ( "set other user ready" , ( ) = > client . ChangeUserState ( 1234 , MultiplayerUserState . Ready ) ) ;
pressReadyButton ( 1234 ) ;
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AddUntilStep ( "wait for gameplay" , ( ) = > ( multiplayerComponents . CurrentScreen as MultiSpectatorScreen ) ? . IsLoaded = = true ) ;
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AddStep ( "set other user loaded" , ( ) = > client . ChangeUserState ( 1234 , MultiplayerUserState . Loaded ) ) ;
AddStep ( "set other user finished play" , ( ) = > client . ChangeUserState ( 1234 , MultiplayerUserState . FinishedPlay ) ) ;
AddStep ( "press back button and exit" , ( ) = >
{
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multiplayerComponents . OnBackButton ( ) ;
multiplayerComponents . Exit ( ) ;
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} ) ;
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AddUntilStep ( "wait for return to match subscreen" , ( ) = > multiplayerComponents . MultiplayerScreen . IsCurrentScreen ( ) ) ;
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AddWaitStep ( "wait for possible state change" , 5 ) ;
AddUntilStep ( "user state is spectating" , ( ) = > client . LocalUser ? . State = = MultiplayerUserState . Spectating ) ;
}
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[Test]
public void TestItemAddedByOtherUserDuringGameplay ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
QueueMode = { Value = QueueMode . AllPlayers } ,
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
}
}
} ) ;
enterGameplay ( ) ;
AddStep ( "join other user" , ( ) = > client . AddUser ( new APIUser { Id = 1234 } ) ) ;
AddStep ( "add item as other user" , ( ) = > client . AddUserPlaylistItem ( 1234 , new MultiplayerPlaylistItem ( new PlaylistItem
{
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BeatmapID = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo . OnlineID
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} ) ) ) ;
AddUntilStep ( "item arrived in playlist" , ( ) = > client . Room ? . Playlist . Count = = 2 ) ;
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AddStep ( "exit gameplay as initial user" , ( ) = > multiplayerComponents . MultiplayerScreen . MakeCurrent ( ) ) ;
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AddUntilStep ( "queue contains item" , ( ) = > this . ChildrenOfType < MultiplayerQueueList > ( ) . Single ( ) . Items . Single ( ) . ID = = 2 ) ;
}
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[Test]
public void TestItemAddedAndDeletedByOtherUserDuringGameplay ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
QueueMode = { Value = QueueMode . AllPlayers } ,
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo } ,
Ruleset = { Value = new OsuRuleset ( ) . RulesetInfo } ,
}
}
} ) ;
enterGameplay ( ) ;
AddStep ( "join other user" , ( ) = > client . AddUser ( new APIUser { Id = 1234 } ) ) ;
AddStep ( "add item as other user" , ( ) = > client . AddUserPlaylistItem ( 1234 , new MultiplayerPlaylistItem ( new PlaylistItem
{
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BeatmapID = beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . RulesetID = = 0 ) ) . BeatmapInfo . OnlineID
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} ) ) ) ;
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AddUntilStep ( "item arrived in playlist" , ( ) = > client . Room ? . Playlist . Count = = 2 ) ;
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AddStep ( "delete item as other user" , ( ) = > client . RemoveUserPlaylistItem ( 1234 , 2 ) ) ;
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AddUntilStep ( "item removed from playlist" , ( ) = > client . Room ? . Playlist . Count = = 1 ) ;
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AddStep ( "exit gameplay as initial user" , ( ) = > multiplayerComponents . MultiplayerScreen . MakeCurrent ( ) ) ;
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AddUntilStep ( "queue is empty" , ( ) = > this . ChildrenOfType < MultiplayerQueueList > ( ) . Single ( ) . Items . Count = = 0 ) ;
}
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private void enterGameplay ( )
{
pressReadyButton ( ) ;
pressReadyButton ( ) ;
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AddUntilStep ( "wait for player" , ( ) = > multiplayerComponents . CurrentScreen is Player ) ;
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}
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private ReadyButton readyButton = > this . ChildrenOfType < ReadyButton > ( ) . Single ( ) ;
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private void pressReadyButton ( int? playingUserId = null )
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{
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// Can't use ClickButtonWhenEnabled<> due to needing to store the state after the button is enabled.
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AddUntilStep ( "wait for ready button to be enabled" , ( ) = > readyButton . Enabled . Value ) ;
MultiplayerUserState lastState = MultiplayerUserState . Idle ;
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MultiplayerRoomUser user = null ;
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AddStep ( "click ready button" , ( ) = >
{
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user = playingUserId = = null ? client . LocalUser : client . Room ? . Users . Single ( u = > u . UserID = = playingUserId ) ;
lastState = user ? . State ? ? MultiplayerUserState . Idle ;
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InputManager . MoveMouseTo ( readyButton ) ;
InputManager . Click ( MouseButton . Left ) ;
} ) ;
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AddUntilStep ( "wait for state change" , ( ) = > user ? . State ! = lastState ) ;
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}
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private void createRoom ( Func < Room > room )
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{
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AddUntilStep ( "wait for lounge" , ( ) = > multiplayerComponents . ChildrenOfType < LoungeSubScreen > ( ) . SingleOrDefault ( ) ? . IsLoaded = = true ) ;
AddStep ( "open room" , ( ) = > multiplayerComponents . ChildrenOfType < LoungeSubScreen > ( ) . Single ( ) . Open ( room ( ) ) ) ;
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AddUntilStep ( "wait for room open" , ( ) = > this . ChildrenOfType < MultiplayerMatchSubScreen > ( ) . FirstOrDefault ( ) ? . IsLoaded = = true ) ;
AddWaitStep ( "wait for transition" , 2 ) ;
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ClickButtonWhenEnabled < MultiplayerMatchSettingsOverlay . CreateOrUpdateButton > ( ) ;
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AddUntilStep ( "wait for join" , ( ) = > client . RoomJoined ) ;
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}
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}
}