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Apply initial structural changes to TestSceneMatchStartControl

This commit is contained in:
Dean Herbert 2022-04-13 17:02:53 +09:00
parent 2bb0d9e6d3
commit 1f01714ec2

View File

@ -3,74 +3,119 @@
using System; using System;
using System.Linq; using System.Linq;
using Moq;
using NUnit.Framework; using NUnit.Framework;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Extensions; using osu.Framework.Extensions;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Cursor; using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.UserInterface; using osu.Framework.Graphics.UserInterface;
using osu.Framework.Platform;
using osu.Framework.Testing; using osu.Framework.Testing;
using osu.Framework.Utils; using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterface; using osu.Game.Graphics.UserInterface;
using osu.Game.Online.API.Requests.Responses; using osu.Game.Online.API.Requests.Responses;
using osu.Game.Online.Multiplayer; using osu.Game.Online.Multiplayer;
using osu.Game.Online.Multiplayer.Countdown; using osu.Game.Online.Multiplayer.Countdown;
using osu.Game.Online.Rooms; using osu.Game.Online.Rooms;
using osu.Game.Rulesets; using osu.Game.Screens.OnlinePlay;
using osu.Game.Screens.OnlinePlay.Multiplayer.Match; using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
using osu.Game.Tests.Resources;
using osuTK; using osuTK;
using osuTK.Input; using osuTK.Input;
namespace osu.Game.Tests.Visual.Multiplayer namespace osu.Game.Tests.Visual.Multiplayer
{ {
public class TestSceneMatchStartControl : MultiplayerTestScene public class TestSceneMatchStartControl : OsuManualInputManagerTestScene
{ {
private readonly Mock<MultiplayerClient> multiplayerClient = new Mock<MultiplayerClient>();
private readonly Mock<OnlinePlayBeatmapAvailabilityTracker> availabilityTracker = new Mock<OnlinePlayBeatmapAvailabilityTracker>();
private readonly Bindable<BeatmapAvailability> beatmapAvailability = new Bindable<BeatmapAvailability>();
private readonly Bindable<Room> room = new Bindable<Room>();
private MultiplayerRoom multiplayerRoom;
private MultiplayerRoomUser localUser;
private OngoingOperationTracker ongoingOperationTracker;
private PopoverContainer content;
private MatchStartControl control; private MatchStartControl control;
private BeatmapSetInfo importedSet;
private readonly Bindable<PlaylistItem> selectedItem = new Bindable<PlaylistItem>(); protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) =>
new CachedModelDependencyContainer<Room>(base.CreateChildDependencies(parent)) { Model = { BindTarget = room } };
private BeatmapManager beatmaps;
private RulesetStore rulesets;
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(GameHost host, AudioManager audio) private void load()
{ {
Dependencies.Cache(rulesets = new RealmRulesetStore(Realm)); Dependencies.CacheAs(multiplayerClient.Object);
Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, Realm, rulesets, null, audio, Resources, host, Beatmap.Default)); Dependencies.CacheAs(ongoingOperationTracker = new OngoingOperationTracker());
Dependencies.Cache(Realm);
availabilityTracker.SetupGet(a => a.Availability).Returns(beatmapAvailability);
Dependencies.CacheAs(availabilityTracker.Object);
multiplayerClient.SetupGet(m => m.LocalUser).Returns(() => localUser);
multiplayerClient.SetupGet(m => m.Room).Returns(() => multiplayerRoom);
// By default, the local user is to be the host.
multiplayerClient.SetupGet(m => m.IsHost).Returns(true);
// Assume all state changes are accepted by the server.
multiplayerClient.Setup(m => m.ChangeState(It.IsAny<MultiplayerUserState>()))
.Callback((MultiplayerUserState r) =>
{
localUser.State = r;
raiseRoomUpdated();
});
Children = new Drawable[]
{
ongoingOperationTracker,
content = new PopoverContainer { RelativeSizeAxes = Axes.Both }
};
} }
[SetUp] [SetUpSteps]
public new void Setup() => Schedule(() => public void SetUpSteps()
{ {
AvailabilityTracker.SelectedItem.BindTo(selectedItem); AddStep("reset state", () =>
beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).WaitSafely();
importedSet = beatmaps.GetAllUsableBeatmapSets().First();
Beatmap.Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First());
selectedItem.Value = new PlaylistItem(Beatmap.Value.BeatmapInfo)
{ {
RulesetID = Beatmap.Value.BeatmapInfo.Ruleset.OnlineID multiplayerClient.Invocations.Clear();
};
Child = new PopoverContainer beatmapAvailability.Value = BeatmapAvailability.LocallyAvailable();
var playlistItem = new PlaylistItem(Beatmap.Value.BeatmapInfo)
{
RulesetID = Beatmap.Value.BeatmapInfo.Ruleset.OnlineID
};
room.Value = new Room
{
Playlist = { playlistItem },
CurrentPlaylistItem = { Value = playlistItem }
};
multiplayerRoom = new MultiplayerRoom(0)
{
Playlist =
{
new MultiplayerPlaylistItem(playlistItem),
},
Users =
{
(localUser = new MultiplayerRoomUser(API.LocalUser.Value.Id) { User = API.LocalUser.Value }),
}
};
});
AddStep("create control", () =>
{ {
RelativeSizeAxes = Axes.Both, content.Child = control = new MatchStartControl
Child = control = new MatchStartControl
{ {
Anchor = Anchor.Centre, Anchor = Anchor.Centre,
Origin = Anchor.Centre, Origin = Anchor.Centre,
Size = new Vector2(250, 50), Size = new Vector2(250, 50),
} };
}; });
}); }
[Test] [Test]
public void TestStartWithCountdown() public void TestStartWithCountdown()
@ -85,8 +130,12 @@ namespace osu.Game.Tests.Visual.Multiplayer
InputManager.Click(MouseButton.Left); InputManager.Click(MouseButton.Left);
}); });
AddStep("finish countdown", () => MultiplayerClient.SkipToEndOfCountdown()); AddStep("check request received", () =>
AddUntilStep("match started", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.WaitingForLoad); {
multiplayerClient.Verify(m => m.SendMatchRequest(It.Is<StartMatchCountdownRequest>(req =>
req.Duration == TimeSpan.FromSeconds(10)
)), Times.Once);
});
} }
[Test] [Test]
@ -110,7 +159,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
InputManager.Click(MouseButton.Left); InputManager.Click(MouseButton.Left);
}); });
AddStep("finish countdown", () => MultiplayerClient.SkipToEndOfCountdown()); // AddStep("finish countdown", skipToEndOfCountdown);
AddUntilStep("match not started", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready); AddUntilStep("match not started", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready);
} }
@ -119,32 +168,32 @@ namespace osu.Game.Tests.Visual.Multiplayer
{ {
AddStep("add second user as host", () => AddStep("add second user as host", () =>
{ {
MultiplayerClient.AddUser(new APIUser { Id = 2, Username = "Another user" }); addUser(new APIUser { Id = 2, Username = "Another user" });
MultiplayerClient.TransferHost(2); multiplayerClient.Object.TransferHost(2);
}); });
AddStep("start with countdown", () => MultiplayerClient.SendMatchRequest(new StartMatchCountdownRequest { Duration = TimeSpan.FromMinutes(2) }).WaitSafely()); AddStep("start with countdown", () => multiplayerClient.Object.SendMatchRequest(new StartMatchCountdownRequest { Duration = TimeSpan.FromMinutes(2) }).WaitSafely());
ClickButtonWhenEnabled<MultiplayerReadyButton>(); ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("user is ready", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Ready); AddUntilStep("user is ready", () => multiplayerClient.Object.Room?.Users[0].State == MultiplayerUserState.Ready);
ClickButtonWhenEnabled<MultiplayerReadyButton>(); ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("user is idle", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Idle); AddUntilStep("user is idle", () => multiplayerClient.Object.Room?.Users[0].State == MultiplayerUserState.Idle);
} }
[Test] [Test]
public void TestCountdownWhileSpectating() public void TestCountdownWhileSpectating()
{ {
AddStep("set spectating", () => MultiplayerClient.ChangeUserState(API.LocalUser.Value.OnlineID, MultiplayerUserState.Spectating)); AddStep("set spectating", () => changeUserState(API.LocalUser.Value.OnlineID, MultiplayerUserState.Spectating));
AddUntilStep("local user is spectating", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Spectating); AddUntilStep("local user is spectating", () => multiplayerClient.Object.LocalUser?.State == MultiplayerUserState.Spectating);
AddAssert("countdown button is visible", () => this.ChildrenOfType<MultiplayerCountdownButton>().Single().IsPresent); AddAssert("countdown button is visible", () => this.ChildrenOfType<MultiplayerCountdownButton>().Single().IsPresent);
AddAssert("countdown button enabled", () => this.ChildrenOfType<MultiplayerCountdownButton>().Single().Enabled.Value); AddAssert("countdown button enabled", () => this.ChildrenOfType<MultiplayerCountdownButton>().Single().Enabled.Value);
AddStep("add second user", () => MultiplayerClient.AddUser(new APIUser { Id = 2, Username = "Another user" })); AddStep("add second user", () => addUser(new APIUser { Id = 2, Username = "Another user" }));
AddAssert("countdown button enabled", () => this.ChildrenOfType<MultiplayerCountdownButton>().Single().Enabled.Value); AddAssert("countdown button enabled", () => this.ChildrenOfType<MultiplayerCountdownButton>().Single().Enabled.Value);
AddStep("set second user ready", () => MultiplayerClient.ChangeUserState(2, MultiplayerUserState.Ready)); AddStep("set second user ready", () => changeUserState(2, MultiplayerUserState.Ready));
AddAssert("countdown button enabled", () => this.ChildrenOfType<MultiplayerCountdownButton>().Single().Enabled.Value); AddAssert("countdown button enabled", () => this.ChildrenOfType<MultiplayerCountdownButton>().Single().Enabled.Value);
} }
@ -153,44 +202,44 @@ namespace osu.Game.Tests.Visual.Multiplayer
{ {
AddStep("add second user as host", () => AddStep("add second user as host", () =>
{ {
MultiplayerClient.AddUser(new APIUser { Id = 2, Username = "Another user" }); addUser(new APIUser { Id = 2, Username = "Another user" });
MultiplayerClient.TransferHost(2); multiplayerClient.Object.TransferHost(2);
}); });
AddStep("start countdown", () => MultiplayerClient.SendMatchRequest(new StartMatchCountdownRequest { Duration = TimeSpan.FromMinutes(1) }).WaitSafely()); AddStep("start countdown", () => multiplayerClient.Object.SendMatchRequest(new StartMatchCountdownRequest { Duration = TimeSpan.FromMinutes(1) }).WaitSafely());
AddUntilStep("countdown started", () => MultiplayerClient.Room?.Countdown != null); AddUntilStep("countdown started", () => multiplayerClient.Object.Room?.Countdown != null);
AddStep("transfer host to local user", () => MultiplayerClient.TransferHost(API.LocalUser.Value.OnlineID)); AddStep("transfer host to local user", () => multiplayerClient.Object.TransferHost(API.LocalUser.Value.OnlineID));
AddUntilStep("local user is host", () => MultiplayerClient.Room?.Host?.Equals(MultiplayerClient.LocalUser) == true); AddUntilStep("local user is host", () => multiplayerClient.Object.Room?.Host?.Equals(multiplayerClient.Object.LocalUser) == true);
ClickButtonWhenEnabled<MultiplayerReadyButton>(); ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("local user became ready", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready); AddUntilStep("local user became ready", () => multiplayerClient.Object.LocalUser?.State == MultiplayerUserState.Ready);
AddAssert("countdown still active", () => MultiplayerClient.Room?.Countdown != null); AddAssert("countdown still active", () => multiplayerClient.Object.Room?.Countdown != null);
} }
[Test] [Test]
public void TestCountdownButtonVisibilityWithAutoStartEnablement() public void TestCountdownButtonVisibilityWithAutoStartEnablement()
{ {
ClickButtonWhenEnabled<MultiplayerReadyButton>(); ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("local user became ready", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready); AddUntilStep("local user became ready", () => multiplayerClient.Object.LocalUser?.State == MultiplayerUserState.Ready);
AddUntilStep("countdown button visible", () => this.ChildrenOfType<MultiplayerCountdownButton>().Single().IsPresent); AddUntilStep("countdown button visible", () => this.ChildrenOfType<MultiplayerCountdownButton>().Single().IsPresent);
AddStep("enable auto start", () => MultiplayerClient.ChangeSettings(new MultiplayerRoomSettings { AutoStartDuration = TimeSpan.FromMinutes(1) }).WaitSafely()); AddStep("enable auto start", () => multiplayerClient.Object.ChangeSettings(new MultiplayerRoomSettings { AutoStartDuration = TimeSpan.FromMinutes(1) }).WaitSafely());
ClickButtonWhenEnabled<MultiplayerReadyButton>(); ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("local user became ready", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready); AddUntilStep("local user became ready", () => multiplayerClient.Object.LocalUser?.State == MultiplayerUserState.Ready);
AddUntilStep("countdown button not visible", () => !this.ChildrenOfType<MultiplayerCountdownButton>().Single().IsPresent); AddUntilStep("countdown button not visible", () => !this.ChildrenOfType<MultiplayerCountdownButton>().Single().IsPresent);
} }
[Test] [Test]
public void TestClickingReadyButtonUnReadiesDuringAutoStart() public void TestClickingReadyButtonUnReadiesDuringAutoStart()
{ {
AddStep("enable auto start", () => MultiplayerClient.ChangeSettings(new MultiplayerRoomSettings { AutoStartDuration = TimeSpan.FromMinutes(1) }).WaitSafely()); AddStep("enable auto start", () => multiplayerClient.Object.ChangeSettings(new MultiplayerRoomSettings { AutoStartDuration = TimeSpan.FromMinutes(1) }).WaitSafely());
ClickButtonWhenEnabled<MultiplayerReadyButton>(); ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("local user became ready", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready); AddUntilStep("local user became ready", () => multiplayerClient.Object.LocalUser?.State == MultiplayerUserState.Ready);
ClickButtonWhenEnabled<MultiplayerReadyButton>(); ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("local user became idle", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Idle); AddUntilStep("local user became idle", () => multiplayerClient.Object.LocalUser?.State == MultiplayerUserState.Idle);
} }
[Test] [Test]
@ -204,9 +253,9 @@ namespace osu.Game.Tests.Visual.Multiplayer
return readyButton.Enabled.Value; return readyButton.Enabled.Value;
}); });
AddStep("delete beatmap", () => beatmaps.Delete(importedSet)); // TODO: AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
AddUntilStep("ready button disabled", () => !readyButton.Enabled.Value); AddUntilStep("ready button disabled", () => !readyButton.Enabled.Value);
AddStep("undelete beatmap", () => beatmaps.Undelete(importedSet)); // TODO: AddStep("undelete beatmap", () => beatmaps.Undelete(importedSet));
AddUntilStep("ready button enabled back", () => readyButton.Enabled.Value); AddUntilStep("ready button enabled back", () => readyButton.Enabled.Value);
} }
@ -215,15 +264,15 @@ namespace osu.Game.Tests.Visual.Multiplayer
{ {
AddStep("add second user as host", () => AddStep("add second user as host", () =>
{ {
MultiplayerClient.AddUser(new APIUser { Id = 2, Username = "Another user" }); addUser(new APIUser { Id = 2, Username = "Another user" });
MultiplayerClient.TransferHost(2); multiplayerClient.Object.TransferHost(2);
}); });
ClickButtonWhenEnabled<MultiplayerReadyButton>(); ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("user is ready", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Ready); AddUntilStep("user is ready", () => multiplayerClient.Object.Room?.Users[0].State == MultiplayerUserState.Ready);
ClickButtonWhenEnabled<MultiplayerReadyButton>(); ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("user is idle", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Idle); AddUntilStep("user is idle", () => multiplayerClient.Object.Room?.Users[0].State == MultiplayerUserState.Idle);
} }
[TestCase(true)] [TestCase(true)]
@ -232,14 +281,14 @@ namespace osu.Game.Tests.Visual.Multiplayer
{ {
AddStep("setup", () => AddStep("setup", () =>
{ {
MultiplayerClient.TransferHost(MultiplayerClient.Room?.Users[0].UserID ?? 0); multiplayerClient.Object.TransferHost(multiplayerClient.Object.Room?.Users[0].UserID ?? 0);
if (!allReady) if (!allReady)
MultiplayerClient.AddUser(new APIUser { Id = 2, Username = "Another user" }); addUser(new APIUser { Id = 2, Username = "Another user" });
}); });
ClickButtonWhenEnabled<MultiplayerReadyButton>(); ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("user is ready", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Ready); AddUntilStep("user is ready", () => multiplayerClient.Object.Room?.Users[0].State == MultiplayerUserState.Ready);
verifyGameplayStartFlow(); verifyGameplayStartFlow();
} }
@ -249,12 +298,12 @@ namespace osu.Game.Tests.Visual.Multiplayer
{ {
AddStep("add host", () => AddStep("add host", () =>
{ {
MultiplayerClient.AddUser(new APIUser { Id = 2, Username = "Another user" }); addUser(new APIUser { Id = 2, Username = "Another user" });
MultiplayerClient.TransferHost(2); multiplayerClient.Object.TransferHost(2);
}); });
ClickButtonWhenEnabled<MultiplayerReadyButton>(); ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddStep("make user host", () => MultiplayerClient.TransferHost(MultiplayerClient.Room?.Users[0].UserID ?? 0)); AddStep("make user host", () => multiplayerClient.Object.TransferHost(multiplayerClient.Object.Room?.Users[0].UserID ?? 0));
verifyGameplayStartFlow(); verifyGameplayStartFlow();
} }
@ -264,17 +313,17 @@ namespace osu.Game.Tests.Visual.Multiplayer
{ {
AddStep("setup", () => AddStep("setup", () =>
{ {
MultiplayerClient.TransferHost(MultiplayerClient.Room?.Users[0].UserID ?? 0); multiplayerClient.Object.TransferHost(multiplayerClient.Object.Room?.Users[0].UserID ?? 0);
MultiplayerClient.AddUser(new APIUser { Id = 2, Username = "Another user" }); addUser(new APIUser { Id = 2, Username = "Another user" });
}); });
ClickButtonWhenEnabled<MultiplayerReadyButton>(); ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("user is ready", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Ready); AddUntilStep("user is ready", () => multiplayerClient.Object.Room?.Users[0].State == MultiplayerUserState.Ready);
AddStep("transfer host", () => MultiplayerClient.TransferHost(MultiplayerClient.Room?.Users[1].UserID ?? 0)); AddStep("transfer host", () => multiplayerClient.Object.TransferHost(multiplayerClient.Object.Room?.Users[1].UserID ?? 0));
ClickButtonWhenEnabled<MultiplayerReadyButton>(); ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("user is idle (match not started)", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Idle); AddUntilStep("user is idle (match not started)", () => multiplayerClient.Object.Room?.Users[0].State == MultiplayerUserState.Idle);
AddUntilStep("ready button enabled", () => control.ChildrenOfType<OsuButton>().Single().Enabled.Value); AddUntilStep("ready button enabled", () => control.ChildrenOfType<OsuButton>().Single().Enabled.Value);
} }
@ -285,42 +334,56 @@ namespace osu.Game.Tests.Visual.Multiplayer
const int users = 10; const int users = 10;
AddStep("setup", () => AddStep("setup", () =>
{ {
MultiplayerClient.TransferHost(MultiplayerClient.Room?.Users[0].UserID ?? 0); multiplayerClient.Object.TransferHost(multiplayerClient.Object.Room?.Users[0].UserID ?? 0);
for (int i = 0; i < users; i++) for (int i = 0; i < users; i++)
MultiplayerClient.AddUser(new APIUser { Id = i, Username = "Another user" }); addUser(new APIUser { Id = i, Username = "Another user" });
}); });
if (!isHost) if (!isHost)
AddStep("transfer host", () => MultiplayerClient.TransferHost(2)); AddStep("transfer host", () => multiplayerClient.Object.TransferHost(2));
ClickButtonWhenEnabled<MultiplayerReadyButton>(); ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddRepeatStep("change user ready state", () => AddRepeatStep("change user ready state", () =>
{ {
MultiplayerClient.ChangeUserState(RNG.Next(0, users), RNG.NextBool() ? MultiplayerUserState.Ready : MultiplayerUserState.Idle); changeUserState(RNG.Next(0, users), RNG.NextBool() ? MultiplayerUserState.Ready : MultiplayerUserState.Idle);
}, 20); }, 20);
AddRepeatStep("ready all users", () => AddRepeatStep("ready all users", () =>
{ {
var nextUnready = MultiplayerClient.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle); var nextUnready = multiplayerClient.Object.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle);
if (nextUnready != null) if (nextUnready != null)
MultiplayerClient.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Ready); changeUserState(nextUnready.UserID, MultiplayerUserState.Ready);
}, users); }, users);
} }
private void verifyGameplayStartFlow() private void verifyGameplayStartFlow()
{ {
AddUntilStep("user is ready", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.Ready); AddUntilStep("user is ready", () => multiplayerClient.Object.Room?.Users[0].State == MultiplayerUserState.Ready);
ClickButtonWhenEnabled<MultiplayerReadyButton>(); ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("user waiting for load", () => MultiplayerClient.Room?.Users[0].State == MultiplayerUserState.WaitingForLoad); AddUntilStep("user waiting for load", () => multiplayerClient.Object.Room?.Users[0].State == MultiplayerUserState.WaitingForLoad);
AddStep("finish gameplay", () => AddStep("finish gameplay", () =>
{ {
MultiplayerClient.ChangeUserState(MultiplayerClient.Room?.Users[0].UserID ?? 0, MultiplayerUserState.Loaded); changeUserState(multiplayerClient.Object.Room?.Users[0].UserID ?? 0, MultiplayerUserState.Loaded);
MultiplayerClient.ChangeUserState(MultiplayerClient.Room?.Users[0].UserID ?? 0, MultiplayerUserState.FinishedPlay); changeUserState(multiplayerClient.Object.Room?.Users[0].UserID ?? 0, MultiplayerUserState.FinishedPlay);
}); });
AddUntilStep("ready button enabled", () => control.ChildrenOfType<OsuButton>().Single().Enabled.Value); AddUntilStep("ready button enabled", () => control.ChildrenOfType<OsuButton>().Single().Enabled.Value);
} }
private void changeUserState(int userId, MultiplayerUserState newState)
{
multiplayerRoom.Users.Single(u => u.UserID == userId).State = newState;
raiseRoomUpdated();
}
private void addUser(APIUser user)
{
multiplayerRoom.Users.Add(new MultiplayerRoomUser(user.Id) { User = user });
raiseRoomUpdated();
}
private void raiseRoomUpdated() => multiplayerClient.Raise(m => m.RoomUpdated -= null);
} }
} }