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Add more useful frame sending logic to tests
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@ -1,16 +1,19 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Screens;
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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.Online.Spectator;
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using osu.Game.Replays.Legacy;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Replays;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps.IO;
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using osu.Game.Users;
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@ -50,22 +53,25 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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beginSpectating();
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AddStep("start play", () => testSpectatorStreamingClient.StartPlay());
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AddStep("send frames", () => testSpectatorStreamingClient.SendFrames());
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sendFrames();
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AddUntilStep("wait for player", () => Stack.CurrentScreen is Player);
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AddAssert("ensure frames arrived", () => replayHandler.HasFrames);
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AddUntilStep("wait for frame starvation", () => replayHandler.NextFrame == null);
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AddAssert("game is paused", () => !player.ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning);
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AddAssert("game is paused", () => player.ChildrenOfType<DrawableRuleset>().First().IsPaused.Value);
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}
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private void sendFrames(int count = 10)
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{
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AddStep("send frames", () => testSpectatorStreamingClient.SendFrames(count));
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}
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[Test]
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public void TestSpectatingDuringGameplay()
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{
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AddStep("start play", () => testSpectatorStreamingClient.StartPlay());
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AddStep("send frames", () => testSpectatorStreamingClient.SendFrames());
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sendFrames();
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// should seek immediately to available frames
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beginSpectating();
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}
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@ -76,11 +82,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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beginSpectating();
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AddStep("start play", () => testSpectatorStreamingClient.StartPlay());
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AddStep("send frames", () => testSpectatorStreamingClient.SendFrames());
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sendFrames();
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AddStep("start play", () => testSpectatorStreamingClient.StartPlay());
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AddStep("send frames", () => testSpectatorStreamingClient.SendFrames());
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// should restart either immediately or after running out of frames
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sendFrames();
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}
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[Test]
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@ -89,8 +93,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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beginSpectating();
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AddStep("start play", () => testSpectatorStreamingClient.StartPlay());
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AddStep("send frames", () => testSpectatorStreamingClient.SendFrames());
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// todo: send fail state
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sendFrames();
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// should replay until running out of frames then fail
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}
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@ -101,8 +104,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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beginSpectating();
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AddStep("start play", () => testSpectatorStreamingClient.StartPlay());
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AddStep("send frames", () => testSpectatorStreamingClient.SendFrames());
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sendFrames();
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AddUntilStep("wait for player", () => Stack.CurrentScreen is Player);
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// should immediately exit and unbind from streaming client
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@ -117,8 +119,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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beginSpectating();
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AddStep("start play", () => testSpectatorStreamingClient.StartPlay());
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AddStep("send frames", () => testSpectatorStreamingClient.SendFrames());
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sendFrames();
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// player should never arrive.
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}
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@ -143,13 +144,19 @@ namespace osu.Game.Tests.Visual.Gameplay
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});
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}
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public void SendFrames()
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public void SendFrames(int count)
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{
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((ISpectatorClient)this).UserSentFrames((int)StreamingUser.Id, new FrameDataBundle(new[]
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var frames = new List<LegacyReplayFrame>();
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for (int i = 0; i < count; i++)
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{
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// todo: populate more frames
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new LegacyReplayFrame(0, 0, 0, ReplayButtonState.Left1)
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}));
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frames.Add(new LegacyReplayFrame(i * 100, RNG.Next(0, 512), RNG.Next(0, 512), ReplayButtonState.Left1));
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}
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frames.Add(new LegacyReplayFrame(count * 100, 0, 0, ReplayButtonState.None));
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var bundle = new FrameDataBundle(frames);
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((ISpectatorClient)this).UserSentFrames((int)StreamingUser.Id, bundle);
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}
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public override void WatchUser(int userId)
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