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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneSpectator.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.Collections.Generic;
using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Online;
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using osu.Game.Online.Spectator;
using osu.Game.Replays.Legacy;
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using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Replays;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
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using osu.Game.Screens.Play;
using osu.Game.Tests.Beatmaps.IO;
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using osu.Game.Users;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestSceneSpectator : ScreenTestScene
{
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[Cached(typeof(SpectatorStreamingClient))]
private TestSpectatorStreamingClient testSpectatorStreamingClient = new TestSpectatorStreamingClient();
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// used just to show beatmap card for the time being.
protected override bool UseOnlineAPI => true;
private Spectator spectatorScreen;
[Resolved]
private OsuGameBase game { get; set; }
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private int nextFrame;
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private BeatmapSetInfo importedBeatmap;
private int importedBeatmapId;
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("reset sent frames", () => nextFrame = 0);
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AddStep("import beatmap", () =>
{
importedBeatmap = ImportBeatmapTest.LoadOszIntoOsu(game, virtualTrack: true).Result;
importedBeatmapId = importedBeatmap.Beatmaps.First(b => b.RulesetID == 0).OnlineBeatmapID ?? -1;
});
AddStep("add streaming client", () =>
{
Remove(testSpectatorStreamingClient);
Add(testSpectatorStreamingClient);
});
finish();
}
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[Test]
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public void TestFrameStarvationAndResume()
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{
loadSpectatingScreen();
AddAssert("screen hasn't changed", () => Stack.CurrentScreen is Spectator);
start();
sendFrames();
waitForPlayer();
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AddAssert("ensure frames arrived", () => replayHandler.HasFrames);
AddUntilStep("wait for frame starvation", () => replayHandler.NextFrame == null);
checkPaused(true);
double? pausedTime = null;
AddStep("store time", () => pausedTime = currentFrameStableTime);
sendFrames();
AddUntilStep("wait for frame starvation", () => replayHandler.NextFrame == null);
checkPaused(true);
AddAssert("time advanced", () => currentFrameStableTime > pausedTime);
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}
[Test]
public void TestPlayStartsWithNoFrames()
{
loadSpectatingScreen();
start();
waitForPlayer();
checkPaused(true);
sendFrames(1000); // send enough frames to ensure play won't be paused
checkPaused(false);
}
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[Test]
public void TestSpectatingDuringGameplay()
{
start();
loadSpectatingScreen();
AddStep("advance frame count", () => nextFrame = 300);
sendFrames();
waitForPlayer();
AddUntilStep("playing from correct point in time", () => player.ChildrenOfType<DrawableRuleset>().First().FrameStableClock.CurrentTime > 30000);
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}
[Test]
public void TestHostRetriesWhileWatching()
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{
loadSpectatingScreen();
start();
sendFrames();
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waitForPlayer();
Player lastPlayer = null;
AddStep("store first player", () => lastPlayer = player);
start();
sendFrames();
waitForPlayer();
AddAssert("player is different", () => lastPlayer != player);
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}
[Test]
public void TestHostFails()
{
loadSpectatingScreen();
start();
waitForPlayer();
checkPaused(true);
finish();
checkPaused(false);
// TODO: should replay until running out of frames then fail
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}
[Test]
public void TestStopWatchingDuringPlay()
{
loadSpectatingScreen();
start();
sendFrames();
waitForPlayer();
AddStep("stop spectating", () => (Stack.CurrentScreen as Player)?.Exit());
AddUntilStep("spectating stopped", () => spectatorScreen.GetChildScreen() == null);
}
[Test]
public void TestStopWatchingThenHostRetries()
{
loadSpectatingScreen();
start();
sendFrames();
waitForPlayer();
AddStep("stop spectating", () => (Stack.CurrentScreen as Player)?.Exit());
AddUntilStep("spectating stopped", () => spectatorScreen.GetChildScreen() == null);
// host starts playing a new session
start();
waitForPlayer();
}
[Test]
public void TestWatchingBeatmapThatDoesntExistLocally()
{
loadSpectatingScreen();
start(-1234);
sendFrames();
AddAssert("screen didn't change", () => Stack.CurrentScreen is Spectator);
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}
private OsuFramedReplayInputHandler replayHandler =>
(OsuFramedReplayInputHandler)Stack.ChildrenOfType<OsuInputManager>().First().ReplayInputHandler;
private Player player => Stack.CurrentScreen as Player;
private double currentFrameStableTime
=> player.ChildrenOfType<FrameStabilityContainer>().First().FrameStableClock.CurrentTime;
private void waitForPlayer() => AddUntilStep("wait for player", () => Stack.CurrentScreen is Player);
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private void start(int? beatmapId = null) => AddStep("start play", () => testSpectatorStreamingClient.StartPlay(beatmapId ?? importedBeatmapId));
private void finish(int? beatmapId = null) => AddStep("end play", () => testSpectatorStreamingClient.EndPlay(beatmapId ?? importedBeatmapId));
private void checkPaused(bool state) =>
AddUntilStep($"game is {(state ? "paused" : "playing")}", () => player.ChildrenOfType<DrawableRuleset>().First().IsPaused.Value == state);
private void sendFrames(int count = 10)
{
AddStep("send frames", () =>
{
testSpectatorStreamingClient.SendFrames(nextFrame, count);
nextFrame += count;
});
}
private void loadSpectatingScreen()
{
AddStep("load screen", () => LoadScreen(spectatorScreen = new Spectator(testSpectatorStreamingClient.StreamingUser)));
AddUntilStep("wait for screen load", () => spectatorScreen.LoadState == LoadState.Loaded);
}
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public class TestSpectatorStreamingClient : SpectatorStreamingClient
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{
public readonly User StreamingUser = new User { Id = 55, Username = "Test user" };
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public new BindableList<int> PlayingUsers => (BindableList<int>)base.PlayingUsers;
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private int beatmapId;
public TestSpectatorStreamingClient()
: base(new DevelopmentEndpointConfiguration())
{
}
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public void StartPlay(int beatmapId)
{
this.beatmapId = beatmapId;
sendState(beatmapId);
}
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public void EndPlay(int beatmapId)
{
((ISpectatorClient)this).UserFinishedPlaying(StreamingUser.Id, new SpectatorState
{
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BeatmapID = beatmapId,
RulesetID = 0,
});
sentState = false;
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}
private bool sentState;
public void SendFrames(int index, int count)
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{
var frames = new List<LegacyReplayFrame>();
for (int i = index; i < index + count; i++)
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{
var buttonState = i == index + count - 1 ? ReplayButtonState.None : ReplayButtonState.Left1;
frames.Add(new LegacyReplayFrame(i * 100, RNG.Next(0, 512), RNG.Next(0, 512), buttonState));
}
var bundle = new FrameDataBundle(new ScoreInfo(), frames);
((ISpectatorClient)this).UserSentFrames(StreamingUser.Id, bundle);
if (!sentState)
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sendState(beatmapId);
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}
public override void WatchUser(int userId)
{
if (sentState)
{
// usually the server would do this.
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sendState(beatmapId);
}
base.WatchUser(userId);
}
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private void sendState(int beatmapId)
{
sentState = true;
((ISpectatorClient)this).UserBeganPlaying(StreamingUser.Id, new SpectatorState
{
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BeatmapID = beatmapId,
RulesetID = 0,
});
}
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}
}
}