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Add base test scene
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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.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Platform;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Online.Multiplayer.Queueing;
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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.Lounge;
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using osu.Game.Screens.OnlinePlay.Multiplayer;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Multiplayer.QueueingModes
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{
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public abstract class QueueModeTestScene : ScreenTestScene
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{
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protected abstract QueueModes Mode { get; }
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private BeatmapManager beatmaps;
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private RulesetStore rulesets;
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private ILive<BeatmapSetInfo> importedBeatmap;
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private TestMultiplayerScreenStack multiplayerScreenStack;
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private TestMultiplayerClient client => multiplayerScreenStack.Client;
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private TestMultiplayerRoomManager roomManager => multiplayerScreenStack.RoomManager;
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[Cached(typeof(UserLookupCache))]
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private UserLookupCache lookupCache = new TestUserLookupCache();
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[BackgroundDependencyLoader]
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private void load(GameHost host, AudioManager audio)
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{
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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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}
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddStep("import beatmap", () =>
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{
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var beatmap1 = CreateBeatmap(new OsuRuleset().RulesetInfo).BeatmapInfo;
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beatmap1.Version = "1";
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var beatmap2 = CreateBeatmap(new OsuRuleset().RulesetInfo).BeatmapInfo;
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beatmap2.Version = "2";
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// Move beatmap2 to beatmap1's set.
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var beatmapSet = beatmap1.BeatmapSet;
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beatmapSet.Beatmaps.Add(beatmap2);
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beatmap2.BeatmapSet = beatmapSet;
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importedBeatmap = beatmaps.Import(beatmapSet).Result;
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});
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AddStep("load multiplayer", () => LoadScreen(multiplayerScreenStack = new TestMultiplayerScreenStack()));
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AddUntilStep("wait for multiplayer to load", () => multiplayerScreenStack.IsLoaded);
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AddUntilStep("wait for lounge to load", () => this.ChildrenOfType<MultiplayerLoungeSubScreen>().FirstOrDefault()?.IsLoaded == true);
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AddUntilStep("wait for lounge", () => multiplayerScreenStack.ChildrenOfType<LoungeSubScreen>().SingleOrDefault()?.IsLoaded == true);
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AddStep("open room", () => multiplayerScreenStack.ChildrenOfType<LoungeSubScreen>().Single().Open(new Room
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{
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Name = { Value = "Test Room" },
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QueueMode = { Value = Mode },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = importedBeatmap.Value.Beatmaps.First() },
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Ruleset = { Value = new OsuRuleset().RulesetInfo }
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}
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}
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}));
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AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
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AddWaitStep("wait for transition", 2);
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AddStep("create room", () =>
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{
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InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>().Single());
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InputManager.Click(MouseButton.Left);
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});
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AddUntilStep("wait for join", () => client.Room != null);
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}
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[Test]
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public void TestCreatedWithCorrectMode()
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{
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AddAssert("room created with correct mode", () => client.APIRoom?.QueueMode.Value == Mode);
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}
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}
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}
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@ -0,0 +1,12 @@
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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 osu.Game.Online.Multiplayer.Queueing;
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namespace osu.Game.Tests.Visual.Multiplayer.QueueingModes
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{
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public class TestSceneHostOnlyQueueingMode : QueueModeTestScene
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{
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protected override QueueModes Mode => QueueModes.HostOnly;
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}
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}
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