1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-15 08:22:56 +08:00

Extract out test player IDs to constants

This commit is contained in:
Dean Herbert 2021-04-26 17:04:39 +09:00
parent 55f383c71e
commit 737a15c2d4

View File

@ -47,6 +47,9 @@ namespace osu.Game.Tests.Visual.Multiplayer
private BeatmapInfo importedBeatmap;
private int importedBeatmapId;
private const int player_1_id = 55;
private const int player_2_id = 56;
[BackgroundDependencyLoader]
private void load()
{
@ -80,29 +83,29 @@ namespace osu.Game.Tests.Visual.Multiplayer
{
AddStep("start players silently", () =>
{
Client.CurrentMatchPlayingUserIds.Add(55);
Client.CurrentMatchPlayingUserIds.Add(56);
playingUserIds.Add(55);
playingUserIds.Add(56);
nextFrame[55] = 0;
nextFrame[56] = 0;
Client.CurrentMatchPlayingUserIds.Add(player_1_id);
Client.CurrentMatchPlayingUserIds.Add(player_2_id);
playingUserIds.Add(player_1_id);
playingUserIds.Add(player_2_id);
nextFrame[player_1_id] = 0;
nextFrame[player_2_id] = 0;
});
loadSpectateScreen(false);
AddWaitStep("wait a bit", 10);
AddStep("load player 55", () => streamingClient.StartPlay(55, importedBeatmapId));
AddStep("load player first_player_id", () => streamingClient.StartPlay(player_1_id, importedBeatmapId));
AddUntilStep("one player added", () => spectatorScreen.ChildrenOfType<Player>().Count() == 1);
AddWaitStep("wait a bit", 10);
AddStep("load player 56", () => streamingClient.StartPlay(56, importedBeatmapId));
AddStep("load player second_player_id", () => streamingClient.StartPlay(player_2_id, importedBeatmapId));
AddUntilStep("two players added", () => spectatorScreen.ChildrenOfType<Player>().Count() == 2);
}
[Test]
public void TestGeneral()
{
int[] userIds = Enumerable.Range(0, 4).Select(i => 55 + i).ToArray();
int[] userIds = Enumerable.Range(0, 4).Select(i => player_1_id + i).ToArray();
start(userIds);
loadSpectateScreen();
@ -114,123 +117,123 @@ namespace osu.Game.Tests.Visual.Multiplayer
[Test]
public void TestPlayersMustStartSimultaneously()
{
start(new[] { 55, 56 });
start(new[] { player_1_id, player_2_id });
loadSpectateScreen();
// Send frames for one player only, both should remain paused.
sendFrames(55, 20);
checkPausedInstant(55, true);
checkPausedInstant(56, true);
sendFrames(player_1_id, 20);
checkPausedInstant(player_1_id, true);
checkPausedInstant(player_2_id, true);
// Send frames for the other player, both should now start playing.
sendFrames(56, 20);
checkPausedInstant(55, false);
checkPausedInstant(56, false);
sendFrames(player_2_id, 20);
checkPausedInstant(player_1_id, false);
checkPausedInstant(player_2_id, false);
}
[Test]
public void TestPlayersDoNotStartSimultaneouslyIfBufferingForMaximumStartDelay()
{
start(new[] { 55, 56 });
start(new[] { player_1_id, player_2_id });
loadSpectateScreen();
// Send frames for one player only, both should remain paused.
sendFrames(55, 1000);
checkPausedInstant(55, true);
checkPausedInstant(56, true);
sendFrames(player_1_id, 1000);
checkPausedInstant(player_1_id, true);
checkPausedInstant(player_2_id, true);
// Wait for the start delay seconds...
AddWaitStep("wait maximum start delay seconds", (int)(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
// Player 1 should start playing by itself, player 2 should remain paused.
checkPausedInstant(55, false);
checkPausedInstant(56, true);
checkPausedInstant(player_1_id, false);
checkPausedInstant(player_2_id, true);
}
[Test]
public void TestPlayersContinueWhileOthersBuffer()
{
start(new[] { 55, 56 });
start(new[] { player_1_id, player_2_id });
loadSpectateScreen();
// Send initial frames for both players. A few more for player 1.
sendFrames(55, 20);
sendFrames(56, 10);
checkPausedInstant(55, false);
checkPausedInstant(56, false);
sendFrames(player_1_id, 20);
sendFrames(player_2_id, 10);
checkPausedInstant(player_1_id, false);
checkPausedInstant(player_2_id, false);
// Eventually player 2 will pause, player 1 must remain running.
checkPaused(56, true);
checkPausedInstant(55, false);
checkPaused(player_2_id, true);
checkPausedInstant(player_1_id, false);
// Eventually both players will run out of frames and should pause.
checkPaused(55, true);
checkPausedInstant(56, true);
checkPaused(player_1_id, true);
checkPausedInstant(player_2_id, true);
// Send more frames for the first player only. Player 1 should start playing with player 2 remaining paused.
sendFrames(55, 20);
checkPausedInstant(56, true);
checkPausedInstant(55, false);
sendFrames(player_1_id, 20);
checkPausedInstant(player_2_id, true);
checkPausedInstant(player_1_id, false);
// Send more frames for the second player. Both should be playing
sendFrames(56, 20);
checkPausedInstant(56, false);
checkPausedInstant(55, false);
sendFrames(player_2_id, 20);
checkPausedInstant(player_2_id, false);
checkPausedInstant(player_1_id, false);
}
[Test]
public void TestPlayersCatchUpAfterFallingBehind()
{
start(new[] { 55, 56 });
start(new[] { player_1_id, player_2_id });
loadSpectateScreen();
// Send initial frames for both players. A few more for player 1.
sendFrames(55, 1000);
sendFrames(56, 10);
checkPausedInstant(55, false);
checkPausedInstant(56, false);
sendFrames(player_1_id, 1000);
sendFrames(player_2_id, 10);
checkPausedInstant(player_1_id, false);
checkPausedInstant(player_2_id, false);
// Eventually player 2 will run out of frames and should pause.
checkPaused(56, true);
checkPaused(player_2_id, true);
AddWaitStep("wait a few more frames", 10);
// Send more frames for player 2. It should unpause.
sendFrames(56, 1000);
checkPausedInstant(56, false);
sendFrames(player_2_id, 1000);
checkPausedInstant(player_2_id, false);
// Player 2 should catch up to player 1 after unpausing.
waitForCatchup(56);
waitForCatchup(player_2_id);
AddWaitStep("wait a bit", 10);
}
[Test]
public void TestMostInSyncUserIsAudioSource()
{
start(new[] { 55, 56 });
start(new[] { player_1_id, player_2_id });
loadSpectateScreen();
assertVolume(55, 0);
assertVolume(56, 0);
assertVolume(player_1_id, 0);
assertVolume(player_2_id, 0);
sendFrames(55, 10);
sendFrames(56, 20);
assertVolume(55, 1);
assertVolume(56, 0);
sendFrames(player_1_id, 10);
sendFrames(player_2_id, 20);
assertVolume(player_1_id, 1);
assertVolume(player_2_id, 0);
checkPaused(55, true);
assertVolume(55, 0);
assertVolume(56, 1);
checkPaused(player_1_id, true);
assertVolume(player_1_id, 0);
assertVolume(player_2_id, 1);
sendFrames(55, 100);
waitForCatchup(55);
checkPaused(56, true);
assertVolume(55, 1);
assertVolume(56, 0);
sendFrames(player_1_id, 100);
waitForCatchup(player_1_id);
checkPaused(player_2_id, true);
assertVolume(player_1_id, 1);
assertVolume(player_2_id, 0);
sendFrames(56, 100);
waitForCatchup(56);
assertVolume(55, 1);
assertVolume(56, 0);
sendFrames(player_2_id, 100);
waitForCatchup(player_2_id);
assertVolume(player_1_id, 1);
assertVolume(player_2_id, 0);
}
private void loadSpectateScreen(bool waitForPlayerLoad = true)