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osu-lazer/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiplayerReadyButton.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.
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using System;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Graphics;
using osu.Framework.Platform;
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using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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.Screens.OnlinePlay;
using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
using osu.Game.Tests.Resources;
using osu.Game.Users;
using osuTK;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Multiplayer
{
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public class TestSceneMultiplayerReadyButton : MultiplayerTestScene
{
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private MultiplayerReadyButton button;
private BeatmapManager beatmaps;
private RulesetStore rulesets;
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[Cached]
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private OngoingOperationTracker ongoingOperationTracker = new OngoingOperationTracker();
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private IDisposable toggleReadyOperation;
[BackgroundDependencyLoader]
private void load(GameHost host, AudioManager audio)
{
Dependencies.Cache(rulesets = new RulesetStore(ContextFactory));
Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, host, Beatmap.Default));
beatmaps.Import(TestResources.GetTestBeatmapForImport(true)).Wait();
}
[SetUp]
public new void Setup() => Schedule(() =>
{
var beatmap = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First().Beatmaps.First();
Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap);
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Child = button = new MultiplayerReadyButton
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(200, 50),
SelectedItem =
{
Value = new PlaylistItem
{
Beatmap = { Value = beatmap },
Ruleset = { Value = beatmap.Ruleset }
}
},
OnToggleReady = async () =>
{
toggleReadyOperation = ongoingOperationTracker.BeginOperation();
bool gameplayStarted = await Client.ToggleReady();
if (!gameplayStarted)
toggleReadyOperation.Dispose();
}
};
});
[Test]
public void TestToggleStateWhenNotHost()
{
AddStep("add second user as host", () =>
{
Client.AddUser(new User { Id = 2, Username = "Another user" });
Client.TransferHost(2);
});
addClickButtonStep();
AddAssert("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready);
addClickButtonStep();
AddAssert("user is idle", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle);
}
[TestCase(true)]
[TestCase(false)]
public void TestToggleStateWhenHost(bool allReady)
{
AddStep("setup", () =>
{
Client.TransferHost(Client.Room?.Users[0].UserID ?? 0);
if (!allReady)
Client.AddUser(new User { Id = 2, Username = "Another user" });
});
addClickButtonStep();
AddAssert("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready);
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verifyGameplayStartFlow();
}
[Test]
public void TestBecomeHostWhileReady()
{
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AddStep("add host", () =>
{
Client.AddUser(new User { Id = 2, Username = "Another user" });
Client.TransferHost(2);
});
addClickButtonStep();
AddStep("make user host", () => Client.TransferHost(Client.Room?.Users[0].UserID ?? 0));
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verifyGameplayStartFlow();
}
[Test]
public void TestLoseHostWhileReady()
{
AddStep("setup", () =>
{
Client.TransferHost(Client.Room?.Users[0].UserID ?? 0);
Client.AddUser(new User { Id = 2, Username = "Another user" });
});
addClickButtonStep();
AddStep("transfer host", () => Client.TransferHost(Client.Room?.Users[1].UserID ?? 0));
addClickButtonStep();
AddAssert("match not started", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle);
}
[TestCase(true)]
[TestCase(false)]
public void TestManyUsersChangingState(bool isHost)
{
const int users = 10;
AddStep("setup", () =>
{
Client.TransferHost(Client.Room?.Users[0].UserID ?? 0);
for (int i = 0; i < users; i++)
Client.AddUser(new User { Id = i, Username = "Another user" });
});
if (!isHost)
AddStep("transfer host", () => Client.TransferHost(2));
addClickButtonStep();
AddRepeatStep("change user ready state", () =>
{
Client.ChangeUserState(RNG.Next(0, users), RNG.NextBool() ? MultiplayerUserState.Ready : MultiplayerUserState.Idle);
}, 20);
AddRepeatStep("ready all users", () =>
{
var nextUnready = Client.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle);
if (nextUnready != null)
Client.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Ready);
}, users);
}
private void addClickButtonStep() => AddStep("click button", () =>
{
InputManager.MoveMouseTo(button);
InputManager.Click(MouseButton.Left);
});
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private void verifyGameplayStartFlow()
{
addClickButtonStep();
AddAssert("user waiting for load", () => Client.Room?.Users[0].State == MultiplayerUserState.WaitingForLoad);
AddAssert("ready button disabled", () => !button.ChildrenOfType<OsuButton>().Single().Enabled.Value);
AddStep("transitioned to gameplay", () => toggleReadyOperation.Dispose());
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AddAssert("ready button enabled", () => button.ChildrenOfType<OsuButton>().Single().Enabled.Value);
}
}
}