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