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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.Bindables ;
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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.Configuration ;
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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 ;
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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 ;
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.Rulesets.Taiko ;
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using osu.Game.Scoring ;
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using osu.Game.Screens.OnlinePlay ;
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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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using ReadyButton = osu . Game . Screens . OnlinePlay . Components . ReadyButton ;
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namespace osu.Game.Tests.Visual.Multiplayer
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{
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public partial class TestSceneMultiplayer : ScreenTestScene
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{
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private BeatmapManager beatmaps = null ! ;
private BeatmapSetInfo importedSet = null ! ;
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private TestMultiplayerComponents multiplayerComponents = null ! ;
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private TestMultiplayerClient multiplayerClient = > multiplayerComponents . MultiplayerClient ;
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private TestMultiplayerRoomManager roomManager = > multiplayerComponents . RoomManager ;
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[Resolved]
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private OsuConfigManager config { get ; set ; } = null ! ;
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[BackgroundDependencyLoader]
private void load ( GameHost host , AudioManager audio )
{
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DetachedBeatmapStore detachedBeatmapStore ;
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Dependencies . Cache ( new RealmRulesetStore ( Realm ) ) ;
Dependencies . Cache ( beatmaps = new BeatmapManager ( LocalStorage , Realm , API , audio , Resources , host , Beatmap . Default ) ) ;
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Dependencies . Cache ( detachedBeatmapStore = new DetachedBeatmapStore ( ) ) ;
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Dependencies . Cache ( Realm ) ;
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Add ( detachedBeatmapStore ) ;
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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 =
{
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new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID
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}
}
} ) ;
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" , ( ) = >
{
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var nextUnready = multiplayerClient . ClientRoom ? . Users . FirstOrDefault ( c = > c . State = = MultiplayerUserState . Idle ) ;
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if ( nextUnready ! = null )
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multiplayerClient . ChangeUserState ( nextUnready . UserID , MultiplayerUserState . Ready ) ;
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return multiplayerClient . ClientRoom ? . Users . All ( u = > u . State = = MultiplayerUserState . Ready ) = = true ;
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} ) ;
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AddStep ( "unready all players at once" , ( ) = >
{
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Debug . Assert ( multiplayerClient . ServerRoom ! = null ) ;
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foreach ( var u in multiplayerClient . ServerRoom . Users ) multiplayerClient . ChangeUserState ( u . UserID , MultiplayerUserState . Idle ) ;
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} ) ;
AddStep ( "ready all players at once" , ( ) = >
{
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Debug . Assert ( multiplayerClient . ServerRoom ! = null ) ;
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foreach ( var u in multiplayerClient . ServerRoom . Users ) multiplayerClient . ChangeUserState ( u . UserID , MultiplayerUserState . Ready ) ;
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} ) ;
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}
private void addRandomPlayer ( )
{
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int id = TestResources . GetNextTestID ( ) ;
multiplayerClient . AddUser ( new APIUser { Id = id , Username = $"user {id}" } ) ;
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}
private void removeLastUser ( )
{
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APIUser ? lastUser = multiplayerClient . ServerRoom ? . Users . Last ( ) . User ;
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if ( lastUser = = null | | lastUser = = multiplayerClient . LocalUser ? . User )
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return ;
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multiplayerClient . RemoveUser ( lastUser ) ;
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}
private void kickLastUser ( )
{
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APIUser ? lastUser = multiplayerClient . ServerRoom ? . Users . Last ( ) . User ;
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if ( lastUser = = null | | lastUser = = multiplayerClient . LocalUser ? . User )
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return ;
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multiplayerClient . KickUser ( lastUser . Id ) ;
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}
private void markNextPlayerReady ( )
{
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var nextUnready = multiplayerClient . ServerRoom ? . Users . FirstOrDefault ( c = > c . State = = MultiplayerUserState . Idle ) ;
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if ( nextUnready ! = null )
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multiplayerClient . ChangeUserState ( nextUnready . UserID , MultiplayerUserState . Ready ) ;
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}
private void markNextPlayerIdle ( )
{
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var nextUnready = multiplayerClient . ServerRoom ? . Users . FirstOrDefault ( c = > c . State = = MultiplayerUserState . Ready ) ;
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if ( nextUnready ! = null )
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multiplayerClient . ChangeUserState ( nextUnready . UserID , MultiplayerUserState . Idle ) ;
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}
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" , ( ) = > multiplayerClient . RoomJoined ) ;
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}
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[Test]
public void TestCreateRoomWithoutPassword ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
Playlist =
{
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new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID
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}
}
} ) ;
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AddUntilStep ( "Check participant count correct" , ( ) = > multiplayerClient . ClientAPIRoom ? . ParticipantCount . Value = = 1 ) ;
AddUntilStep ( "Check participant list contains user" , ( ) = > multiplayerClient . ClientAPIRoom ? . 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 =
{
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new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID
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}
}
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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 =
{
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new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID
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}
}
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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" , ( ) = > multiplayerClient . RoomJoined ) ;
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AddUntilStep ( "Check participant count correct" , ( ) = > multiplayerClient . ClientAPIRoom ? . ParticipantCount . Value = = 1 ) ;
AddUntilStep ( "Check participant list contains user" , ( ) = > multiplayerClient . ClientAPIRoom ? . 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 =
{
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new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID
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}
}
} ) ;
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AddUntilStep ( "room has password" , ( ) = > multiplayerClient . ClientAPIRoom ? . Password . Value = = "password" ) ;
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}
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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 =
{
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new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID
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}
}
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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 ;
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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" , ( ) = > multiplayerClient . RoomJoined ) ;
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}
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[Test]
public void TestLocalPasswordUpdatedWhenMultiplayerSettingsChange ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
Password = { Value = "password" } ,
Playlist =
{
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new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID
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}
}
} ) ;
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AddStep ( "change password" , ( ) = > multiplayerClient . ChangeSettings ( password : "password2" ) ) ;
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AddUntilStep ( "local password changed" , ( ) = > multiplayerClient . ClientAPIRoom ? . Password . Value = = "password2" ) ;
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}
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[Test]
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[FlakyTest]
/ *
* On a slight investigation , this is occurring due to the ready button
* not receiving the click input generated by the manual input manager .
*
* TearDown : System . TimeoutException : "wait for ready button to be enabled" timed out
* - - TearDown
* at osu . Framework . Testing . Drawables . Steps . UntilStepButton . < > c__DisplayClass11_0 . < . ctor > b__0 ( )
* at osu . Framework . Testing . Drawables . Steps . StepButton . PerformStep ( Boolean userTriggered )
* at osu . Framework . Testing . TestScene . runNextStep ( Action onCompletion , Action ` 1 onError , Func ` 2 stopCondition )
* /
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public void TestUserSetToIdleWhenBeatmapDeleted ( )
{
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createRoom ( ( ) = > new Room
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{
Name = { Value = "Test Room" } ,
Playlist =
{
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new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID
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}
}
} ) ;
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pressReadyButton ( ) ;
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AddStep ( "delete beatmap" , ( ) = > beatmaps . Delete ( importedSet ) ) ;
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AddUntilStep ( "user state is idle" , ( ) = > multiplayerClient . LocalUser ? . State = = MultiplayerUserState . Idle ) ;
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}
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[Test]
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[FlakyTest] // See above
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public void TestPlayStartsWithCorrectBeatmapWhileAtSongSelect ( )
{
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PlaylistItem ? item = null ;
createRoom ( ( ) = >
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{
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item = new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID
} ;
return new Room
{
Name = { Value = "Test Room" } ,
Playlist = { item }
} ;
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} ) ;
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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 ( item ) ;
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} ) ;
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AddUntilStep ( "wait for song select" , ( ) = > this . ChildrenOfType < MultiplayerMatchSongSelect > ( ) . FirstOrDefault ( ) ? . BeatmapSetsLoaded = = true ) ;
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AddUntilStep ( "Beatmap matches current item" , ( ) = > Beatmap . Value . BeatmapInfo . OnlineID = = multiplayerClient . ClientRoom ? . Playlist . First ( ) . BeatmapID ) ;
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AddStep ( "Select next beatmap" , ( ) = > InputManager . Key ( Key . Down ) ) ;
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AddUntilStep ( "Beatmap doesn't match current item" , ( ) = > Beatmap . Value . BeatmapInfo . OnlineID ! = multiplayerClient . ClientRoom ? . Playlist . First ( ) . BeatmapID ) ;
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AddStep ( "start match externally" , ( ) = > multiplayerClient . StartMatch ( ) . WaitSafely ( ) ) ;
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AddUntilStep ( "play started" , ( ) = > multiplayerComponents . CurrentScreen is Player ) ;
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AddUntilStep ( "Beatmap matches current item" , ( ) = > Beatmap . Value . BeatmapInfo . OnlineID = = multiplayerClient . ClientRoom ? . Playlist . First ( ) . BeatmapID ) ;
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}
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[Test]
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[FlakyTest] // See above
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public void TestPlayStartsWithCorrectRulesetWhileAtSongSelect ( )
{
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PlaylistItem ? item = null ;
createRoom ( ( ) = >
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{
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item = new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID
} ;
return new Room
{
Name = { Value = "Test Room" } ,
Playlist = { item }
} ;
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} ) ;
pressReadyButton ( ) ;
AddStep ( "Enter song select" , ( ) = >
{
var currentSubScreen = ( ( Screens . OnlinePlay . Multiplayer . Multiplayer ) multiplayerComponents . CurrentScreen ) . CurrentSubScreen ;
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( ( MultiplayerMatchSubScreen ) currentSubScreen ) . OpenSongSelection ( item ) ;
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} ) ;
AddUntilStep ( "wait for song select" , ( ) = > this . ChildrenOfType < MultiplayerMatchSongSelect > ( ) . FirstOrDefault ( ) ? . BeatmapSetsLoaded = = true ) ;
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AddUntilStep ( "Ruleset matches current item" , ( ) = > Ruleset . Value . OnlineID = = multiplayerClient . ClientRoom ? . Playlist . First ( ) . RulesetID ) ;
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AddStep ( "Switch ruleset" , ( ) = > ( ( MultiplayerMatchSongSelect ) multiplayerComponents . MultiplayerScreen . CurrentSubScreen ) . Ruleset . Value = new CatchRuleset ( ) . RulesetInfo ) ;
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AddUntilStep ( "Ruleset doesn't match current item" , ( ) = > Ruleset . Value . OnlineID ! = multiplayerClient . ClientRoom ? . Playlist . First ( ) . RulesetID ) ;
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AddStep ( "start match externally" , ( ) = > multiplayerClient . StartMatch ( ) . WaitSafely ( ) ) ;
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AddUntilStep ( "play started" , ( ) = > multiplayerComponents . CurrentScreen is Player ) ;
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AddUntilStep ( "Ruleset matches current item" , ( ) = > Ruleset . Value . OnlineID = = multiplayerClient . ClientRoom ? . Playlist . First ( ) . RulesetID ) ;
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}
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[Test]
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[FlakyTest] // See above
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public void TestPlayStartsWithCorrectModsWhileAtSongSelect ( )
{
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PlaylistItem ? item = null ;
createRoom ( ( ) = >
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{
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item = new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID
} ;
return new Room
{
Name = { Value = "Test Room" } ,
Playlist = { item }
} ;
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} ) ;
pressReadyButton ( ) ;
AddStep ( "Enter song select" , ( ) = >
{
var currentSubScreen = ( ( Screens . OnlinePlay . Multiplayer . Multiplayer ) multiplayerComponents . CurrentScreen ) . CurrentSubScreen ;
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( ( MultiplayerMatchSubScreen ) currentSubScreen ) . OpenSongSelection ( item ) ;
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} ) ;
AddUntilStep ( "wait for song select" , ( ) = > this . ChildrenOfType < MultiplayerMatchSongSelect > ( ) . FirstOrDefault ( ) ? . BeatmapSetsLoaded = = true ) ;
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AddUntilStep ( "Mods match current item" ,
( ) = > SelectedMods . Value . Select ( m = > m . Acronym ) . SequenceEqual ( multiplayerClient . ClientRoom . AsNonNull ( ) . Playlist . First ( ) . RequiredMods . Select ( m = > m . Acronym ) ) ) ;
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AddStep ( "Switch required mods" , ( ) = > ( ( MultiplayerMatchSongSelect ) multiplayerComponents . MultiplayerScreen . CurrentSubScreen ) . Mods . Value = new Mod [ ] { new OsuModDoubleTime ( ) } ) ;
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AddUntilStep ( "Mods don't match current item" ,
( ) = > ! SelectedMods . Value . Select ( m = > m . Acronym ) . SequenceEqual ( multiplayerClient . ClientRoom . AsNonNull ( ) . Playlist . First ( ) . RequiredMods . Select ( m = > m . Acronym ) ) ) ;
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AddStep ( "start match externally" , ( ) = > multiplayerClient . StartMatch ( ) . WaitSafely ( ) ) ;
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AddUntilStep ( "play started" , ( ) = > multiplayerComponents . CurrentScreen is Player ) ;
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AddUntilStep ( "Mods match current item" ,
( ) = > SelectedMods . Value . Select ( m = > m . Acronym ) . SequenceEqual ( multiplayerClient . ClientRoom . AsNonNull ( ) . Playlist . First ( ) . RequiredMods . Select ( m = > m . Acronym ) ) ) ;
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}
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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 ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID
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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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multiplayerClient . AddUser ( new APIUser { Id = MultiplayerTestScene . PLAYER_1_ID , Username = "Other" } ) ;
multiplayerClient . TransferHost ( MultiplayerTestScene . PLAYER_1_ID ) ;
multiplayerClient . ChangeUserState ( MultiplayerTestScene . PLAYER_1_ID , MultiplayerUserState . Ready ) ;
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} ) ;
AddStep ( "delete beatmap" , ( ) = > beatmaps . Delete ( importedSet ) ) ;
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ClickButtonWhenEnabled < MultiplayerSpectateButton > ( ) ;
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AddUntilStep ( "wait for spectating user state" , ( ) = > multiplayerClient . LocalUser ? . State = = MultiplayerUserState . Spectating ) ;
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AddStep ( "start match externally" , ( ) = > multiplayerClient . StartMatch ( ) . WaitSafely ( ) ) ;
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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 =
{
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new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID
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}
}
} ) ;
AddStep ( "delete beatmap" , ( ) = > beatmaps . Delete ( importedSet ) ) ;
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AddStep ( "join other user (ready, host)" , ( ) = >
{
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multiplayerClient . AddUser ( new APIUser { Id = MultiplayerTestScene . PLAYER_1_ID , Username = "Other" } ) ;
multiplayerClient . TransferHost ( MultiplayerTestScene . PLAYER_1_ID ) ;
multiplayerClient . ChangeUserState ( MultiplayerTestScene . PLAYER_1_ID , MultiplayerUserState . Ready ) ;
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} ) ;
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ClickButtonWhenEnabled < MultiplayerSpectateButton > ( ) ;
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AddUntilStep ( "wait for spectating user state" , ( ) = > multiplayerClient . LocalUser ? . State = = MultiplayerUserState . Spectating ) ;
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AddStep ( "start match externally" , ( ) = > multiplayerClient . StartMatch ( ) . WaitSafely ( ) ) ;
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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 =
{
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new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID
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}
}
} ) ;
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AddStep ( "disconnect" , ( ) = > multiplayerClient . Disconnect ( ) ) ;
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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 =
{
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new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID ,
AllowedMods = new [ ] { new APIMod ( new OsuModHidden ( ) ) }
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}
}
} ) ;
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AddStep ( "open mod overlay" , ( ) = > this . ChildrenOfType < 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 < RoomSubScreen > ( ) . Single ( ) . UserModsSelectOverlay . 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]
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[FlakyTest] // See above
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public void TestGameplayFlow ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
Playlist =
{
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new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID ,
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}
}
} ) ;
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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 ( ) ? . CurrentTime > time ) ;
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}
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AddUntilStep ( "wait for results" , ( ) = > multiplayerComponents . CurrentScreen is ResultsScreen ) ;
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AddAssert ( "check is fail" , ( ) = >
{
var scoreInfo = ( ( ResultsScreen ) multiplayerComponents . CurrentScreen ) . Score ;
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return scoreInfo ? . Passed = = false & & scoreInfo . Rank = = ScoreRank . F ;
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} ) ;
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}
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[Test]
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[Ignore("Failing too often, needs revisiting in some future.")]
// This test is failing even after 10 retries (see https://github.com/ppy/osu/actions/runs/6700910613/job/18208272419)
// Something is stopping the ready button from changing states, over multiple runs.
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public void TestGameplayExitFlow ( )
{
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Bindable < double > ? holdDelay = null ;
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AddStep ( "Set hold delay to zero" , ( ) = >
{
holdDelay = config . GetBindable < double > ( OsuSetting . UIHoldActivationDelay ) ;
holdDelay . Value = 0 ;
} ) ;
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
Playlist =
{
new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
{
RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID ,
}
}
} ) ;
enterGameplay ( ) ;
AddUntilStep ( "wait for playing" , ( ) = > this . ChildrenOfType < Player > ( ) . FirstOrDefault ( ) ? . LocalUserPlaying . Value = = true ) ;
AddStep ( "attempt exit without hold" , ( ) = > InputManager . Key ( Key . Escape ) ) ;
AddAssert ( "still in gameplay" , ( ) = > multiplayerComponents . CurrentScreen is Player ) ;
AddStep ( "attempt exit with hold" , ( ) = > InputManager . PressKey ( Key . Escape ) ) ;
AddUntilStep ( "wait for lounge" , ( ) = > multiplayerComponents . CurrentScreen is Screens . OnlinePlay . Multiplayer . Multiplayer ) ;
AddStep ( "stop holding" , ( ) = > InputManager . ReleaseKey ( Key . Escape ) ) ;
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AddStep ( "set hold delay to default" , ( ) = > holdDelay ? . SetDefault ( ) ) ;
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}
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[Test]
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[FlakyTest] // See above
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public void TestGameplayDoesntStartWithNonLoadedUser ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
Playlist =
{
new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
{
RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID ,
}
}
} ) ;
pressReadyButton ( ) ;
AddStep ( "join other user and ready" , ( ) = >
{
multiplayerClient . AddUser ( new APIUser { Id = 1234 } ) ;
multiplayerClient . ChangeUserState ( 1234 , MultiplayerUserState . Ready ) ;
} ) ;
AddStep ( "start match" , ( ) = >
{
multiplayerClient . StartMatch ( ) ;
} ) ;
AddUntilStep ( "wait for player" , ( ) = > multiplayerComponents . CurrentScreen is Player ) ;
AddWaitStep ( "wait some" , 20 ) ;
AddAssert ( "ensure gameplay hasn't started" , ( ) = > this . ChildrenOfType < GameplayClockContainer > ( ) . SingleOrDefault ( ) ? . IsRunning = = false ) ;
}
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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 =
{
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new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID ,
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}
}
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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" ;
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roomManager . ServerSideRooms [ 0 ] . Playlist . Add ( new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
ID = 2 ,
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID ,
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} ) ;
} ) ;
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" , ( ) = > multiplayerClient . 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]
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[FlakyTest] // See above
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public void TestSpectatingStateResetOnBackButtonDuringGameplay ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
QueueMode = { Value = QueueMode . AllPlayers } ,
Playlist =
{
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new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID ,
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}
}
} ) ;
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AddStep ( "set spectating state" , ( ) = > multiplayerClient . ChangeUserState ( API . LocalUser . Value . OnlineID , MultiplayerUserState . Spectating ) ) ;
AddUntilStep ( "state set to spectating" , ( ) = > multiplayerClient . LocalUser ? . State = = MultiplayerUserState . Spectating ) ;
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AddStep ( "join other user" , ( ) = > multiplayerClient . AddUser ( new APIUser { Id = 1234 } ) ) ;
AddStep ( "set other user ready" , ( ) = > multiplayerClient . ChangeUserState ( 1234 , MultiplayerUserState . Ready ) ) ;
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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" , ( ) = > multiplayerClient . LocalUser ? . State = = MultiplayerUserState . Idle ) ;
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}
[Test]
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[FlakyTest] // See above
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public void TestSpectatingStateNotResetOnBackButtonOutsideOfGameplay ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
QueueMode = { Value = QueueMode . AllPlayers } ,
Playlist =
{
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new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID ,
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}
}
} ) ;
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AddStep ( "set spectating state" , ( ) = > multiplayerClient . ChangeUserState ( API . LocalUser . Value . OnlineID , MultiplayerUserState . Spectating ) ) ;
AddUntilStep ( "state set to spectating" , ( ) = > multiplayerClient . LocalUser ? . State = = MultiplayerUserState . Spectating ) ;
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AddStep ( "join other user" , ( ) = > multiplayerClient . AddUser ( new APIUser { Id = 1234 } ) ) ;
AddStep ( "set other user ready" , ( ) = > multiplayerClient . ChangeUserState ( 1234 , MultiplayerUserState . Ready ) ) ;
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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" , ( ) = > multiplayerClient . ChangeUserState ( 1234 , MultiplayerUserState . Loaded ) ) ;
AddStep ( "set other user finished play" , ( ) = > multiplayerClient . ChangeUserState ( 1234 , MultiplayerUserState . FinishedPlay ) ) ;
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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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AddWaitStep ( "wait for possible state change" , 5 ) ;
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AddUntilStep ( "user state is spectating" , ( ) = > multiplayerClient . LocalUser ? . State = = MultiplayerUserState . Spectating ) ;
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}
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[Test]
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[FlakyTest] // See above
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public void TestItemAddedByOtherUserDuringGameplay ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
QueueMode = { Value = QueueMode . AllPlayers } ,
Playlist =
{
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new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID ,
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}
}
} ) ;
enterGameplay ( ) ;
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AddStep ( "join other user" , ( ) = > multiplayerClient . AddUser ( new APIUser { Id = 1234 } ) ) ;
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AddStep ( "add item as other user" , ( ) = > multiplayerClient . AddUserPlaylistItem ( 1234 , TestMultiplayerClient . CreateMultiplayerPlaylistItem (
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new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
{
RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID ,
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} ) ) . WaitSafely ( ) ) ;
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AddUntilStep ( "item arrived in playlist" , ( ) = > multiplayerClient . ClientRoom ? . 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]
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[FlakyTest] // See above
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public void TestItemAddedAndDeletedByOtherUserDuringGameplay ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
QueueMode = { Value = QueueMode . AllPlayers } ,
Playlist =
{
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new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID ,
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}
}
} ) ;
enterGameplay ( ) ;
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AddStep ( "join other user" , ( ) = > multiplayerClient . AddUser ( new APIUser { Id = 1234 } ) ) ;
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AddStep ( "add item as other user" , ( ) = > multiplayerClient . AddUserPlaylistItem ( 1234 , TestMultiplayerClient . CreateMultiplayerPlaylistItem (
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new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
{
RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID ,
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} ) ) . WaitSafely ( ) ) ;
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AddUntilStep ( "item arrived in playlist" , ( ) = > multiplayerClient . ClientRoom ? . Playlist . Count = = 2 ) ;
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AddStep ( "delete item as other user" , ( ) = > multiplayerClient . RemoveUserPlaylistItem ( 1234 , 2 ) . WaitSafely ( ) ) ;
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AddUntilStep ( "item removed from playlist" , ( ) = > multiplayerClient . ClientRoom ? . 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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[Test]
public void TestGameplayStartsWhileInSpectatorScreen ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
Playlist =
{
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new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
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{
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RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID
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}
}
} ) ;
AddStep ( "join other user and make host" , ( ) = >
{
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multiplayerClient . AddUser ( new APIUser { Id = 1234 } ) ;
multiplayerClient . TransferHost ( 1234 ) ;
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} ) ;
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AddStep ( "set local user spectating" , ( ) = > multiplayerClient . ChangeUserState ( API . LocalUser . Value . OnlineID , MultiplayerUserState . Spectating ) ) ;
AddUntilStep ( "wait for spectating state" , ( ) = > multiplayerClient . LocalUser ? . State = = MultiplayerUserState . Spectating ) ;
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runGameplay ( ) ;
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AddStep ( "exit gameplay for other user" , ( ) = > multiplayerClient . ChangeUserState ( 1234 , MultiplayerUserState . Idle ) ) ;
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AddUntilStep ( "wait for room to be idle" , ( ) = > multiplayerClient . ClientRoom ? . State = = MultiplayerRoomState . Open ) ;
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runGameplay ( ) ;
void runGameplay ( )
{
AddStep ( "start match by other user" , ( ) = >
{
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multiplayerClient . ChangeUserState ( 1234 , MultiplayerUserState . Ready ) ;
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multiplayerClient . StartMatch ( ) . WaitSafely ( ) ;
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} ) ;
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AddUntilStep ( "wait for loading" , ( ) = > multiplayerClient . ClientRoom ? . State = = MultiplayerRoomState . WaitingForLoad ) ;
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AddStep ( "set player loaded" , ( ) = > multiplayerClient . ChangeUserState ( 1234 , MultiplayerUserState . Loaded ) ) ;
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AddUntilStep ( "wait for gameplay to start" , ( ) = > multiplayerClient . ClientRoom ? . State = = MultiplayerRoomState . Playing ) ;
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AddUntilStep ( "wait for local user to enter spectator" , ( ) = > multiplayerComponents . CurrentScreen is MultiSpectatorScreen ) ;
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}
}
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[Test]
public void TestGameplayStartsWhileInSongSelectWithDifferentRuleset ( )
{
createRoom ( ( ) = > new Room
{
Name = { Value = "Test Room" } ,
QueueMode = { Value = QueueMode . AllPlayers } ,
Playlist =
{
new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 0 ) ) . BeatmapInfo )
{
RulesetID = new OsuRuleset ( ) . RulesetInfo . OnlineID ,
AllowedMods = new [ ] { new APIMod { Acronym = "HD" } } ,
} ,
new PlaylistItem ( beatmaps . GetWorkingBeatmap ( importedSet . Beatmaps . First ( b = > b . Ruleset . OnlineID = = 1 ) ) . BeatmapInfo )
{
RulesetID = new TaikoRuleset ( ) . RulesetInfo . OnlineID ,
AllowedMods = new [ ] { new APIMod { Acronym = "HD" } } ,
} ,
}
} ) ;
AddStep ( "select hidden" , ( ) = > multiplayerClient . ChangeUserMods ( new [ ] { new APIMod { Acronym = "HD" } } ) ) ;
AddStep ( "make user ready" , ( ) = > multiplayerClient . ChangeState ( MultiplayerUserState . Ready ) ) ;
AddStep ( "press edit on second item" , ( ) = > this . ChildrenOfType < DrawableRoomPlaylistItem > ( ) . Single ( i = > i . Item . RulesetID = = 1 )
. ChildrenOfType < DrawableRoomPlaylistItem . PlaylistEditButton > ( ) . Single ( ) . TriggerClick ( ) ) ;
AddUntilStep ( "wait for song select" , ( ) = > InputManager . ChildrenOfType < MultiplayerMatchSongSelect > ( ) . FirstOrDefault ( ) ? . BeatmapSetsLoaded = = true ) ;
AddAssert ( "ruleset is taiko" , ( ) = > Ruleset . Value . OnlineID = = 1 ) ;
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AddStep ( "start match" , ( ) = > multiplayerClient . StartMatch ( ) . WaitSafely ( ) ) ;
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AddUntilStep ( "wait for loading" , ( ) = > multiplayerClient . ClientRoom ? . State = = MultiplayerRoomState . WaitingForLoad ) ;
AddUntilStep ( "wait for gameplay to start" , ( ) = > multiplayerClient . ClientRoom ? . State = = MultiplayerRoomState . Playing ) ;
AddAssert ( "hidden is selected" , ( ) = > SelectedMods . Value , ( ) = > Has . One . TypeOf ( typeof ( OsuModHidden ) ) ) ;
}
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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 ? multiplayerClient . LocalUser : multiplayerClient . ServerRoom ? . Users . Single ( u = > u . UserID = = playingUserId ) ;
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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" , ( ) = > multiplayerClient . RoomJoined ) ;
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}
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}
}