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mirror of https://github.com/ppy/osu.git synced 2024-11-11 17:07:38 +08:00

Review changes + added tests

This commit is contained in:
Angela Zhang 2020-12-20 13:18:00 -06:00
parent 45482e8709
commit 7d326c7f24
2 changed files with 110 additions and 29 deletions

View File

@ -34,6 +34,7 @@ namespace osu.Game.Tests.Visual.Online
private Channel previousChannel => joinedChannels.ElementAt(joinedChannels.ToList().IndexOf(currentChannel) - 1);
private Channel channel1 => channels[0];
private Channel channel2 => channels[1];
private Channel channel3 => channels[2];
public TestSceneChatOverlay()
{
@ -42,7 +43,8 @@ namespace osu.Game.Tests.Visual.Online
{
Name = $"Channel no. {index}",
Topic = index == 3 ? null : $"We talk about the number {index} here",
Type = index % 2 == 0 ? ChannelType.PM : ChannelType.Temporary
Type = index % 2 == 0 ? ChannelType.PM : ChannelType.Temporary,
Id = index
})
.ToList();
}
@ -249,6 +251,51 @@ namespace osu.Game.Tests.Visual.Online
AddAssert("Selector is visible", () => chatOverlay.SelectionOverlayState == Visibility.Visible);
}
[Test]
public void TestCtrlShiftTShortcut()
{
AddStep("Join 3 channels", () =>
{
channelManager.JoinChannel(channel1);
channelManager.JoinChannel(channel2);
channelManager.JoinChannel(channel3);
});
// Should do nothing
AddStep("Press Ctrl + Shift + T", pressControlShiftT);
AddAssert("All channels still open", () => channelManager.JoinedChannels.Count == 3);
// Close channel 1
AddStep("Select channel 1", () => clickDrawable(chatOverlay.TabMap[channel1]));
AddStep("Click normal close button", () => clickDrawable(((TestChannelTabItem)chatOverlay.TabMap[channel1]).CloseButton.Child));
AddAssert("Channel 1 closed", () => !channelManager.JoinedChannels.Contains(channel1));
AddAssert("Other channels still open", () => channelManager.JoinedChannels.Count == 2);
// Reopen channel 1
AddStep("Press Ctrl + Shift + T", pressControlShiftT);
AddAssert("All channels now open", () => channelManager.JoinedChannels.Count == 3);
AddAssert("Current channel is channel 1", () => currentChannel == channel1);
// Close two channels
AddStep("Select channel 1", () => clickDrawable(chatOverlay.TabMap[channel1]));
AddStep("Close channel 1", () => clickDrawable(((TestChannelTabItem)chatOverlay.TabMap[channel1]).CloseButton.Child));
AddStep("Select channel 2", () => clickDrawable(chatOverlay.TabMap[channel2]));
AddStep("Close channel 2", () => clickDrawable(((TestPrivateChannelTabItem)chatOverlay.TabMap[channel2]).CloseButton.Child));
AddAssert("Only one channel open", () => channelManager.JoinedChannels.Count == 1);
AddAssert("Current channel is channel 3", () => currentChannel == channel3);
// Should first re-open channel 2
AddStep("Press Ctrl + Shift + T", pressControlShiftT);
AddAssert("Channel 1 still closed", () => !channelManager.JoinedChannels.Contains(channel1));
AddAssert("Channel 2 now open", () => channelManager.JoinedChannels.Contains(channel2));
AddAssert("Current channel is channel 2", () => currentChannel == channel2);
// Should then re-open channel 1
AddStep("Press Ctrl + Shift + T", pressControlShiftT);
AddAssert("All channels now open", () => channelManager.JoinedChannels.Count == 3);
AddAssert("Current channel is channel 1", () => currentChannel == channel1);
}
private void pressChannelHotkey(int number)
{
var channelKey = Key.Number0 + number;
@ -271,6 +318,15 @@ namespace osu.Game.Tests.Visual.Online
InputManager.ReleaseKey(Key.ControlLeft);
}
private void pressControlShiftT()
{
InputManager.PressKey(Key.ControlLeft);
InputManager.PressKey(Key.ShiftLeft);
InputManager.Key(Key.T);
InputManager.ReleaseKey(Key.ShiftLeft);
InputManager.ReleaseKey(Key.ControlLeft);
}
private void clickDrawable(Drawable d)
{
InputManager.MoveMouseTo(d);

View File

@ -8,6 +8,7 @@ using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Logging;
using osu.Game.Database;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests;
using osu.Game.Overlays.Chat.Tabs;
@ -34,10 +35,9 @@ namespace osu.Game.Online.Chat
private readonly BindableList<Channel> joinedChannels = new BindableList<Channel>();
/// <summary>
/// Keeps a list of closed channel identifiers. Stores the channel ID for normal
/// channels, or the user ID for PM channels
/// Keeps a stack of recently closed channels
/// </summary>
private readonly BindableList<long> closedChannelIds = new BindableList<long>();
private readonly BindableList<ClosedChannel> closedChannels = new BindableList<ClosedChannel>();
// For efficiency purposes, this constant bounds the number of closed channels we store.
// This number is somewhat arbitrary; future developers are free to modify it.
@ -62,6 +62,10 @@ namespace osu.Game.Online.Chat
[Resolved]
private IAPIProvider api { get; set; }
[Resolved]
private UserLookupCache users { get; set; }
public readonly BindableBool HighPollRate = new BindableBool();
public ChannelManager()
@ -421,13 +425,15 @@ namespace osu.Game.Online.Chat
// Prevent the closedChannel list from exceeding the max size
// by removing the oldest element
if (closedChannelIds.Count >= closed_channels_max_size)
if (closedChannels.Count >= closed_channels_max_size)
{
closedChannelIds.RemoveAt(0);
closedChannels.RemoveAt(0);
}
// For PM channels, we store the user ID; else, we store the channel id
closedChannelIds.Add(channel.Type == ChannelType.PM ? channel.Users.First().Id : channel.Id);
closedChannels.Add(channel.Type == ChannelType.PM
? new ClosedChannel(ChannelType.PM, channel.Users.Single().Id)
: new ClosedChannel(channel.Type, channel.Id));
if (channel.Joined.Value)
{
@ -443,41 +449,36 @@ namespace osu.Game.Online.Chat
/// </summary>
public void JoinLastClosedChannel()
{
if (closedChannelIds.Count <= 0)
{
return;
}
// This nested loop could be eliminated if a check was added so that
// This loop could be eliminated if a check was added so that
// when the code opens a channel it removes from the closedChannel list.
// However, this would require adding an O(|closeChannels|) work operation
// every time the user joins a channel, which would make joining a channel
// slower. I wanted to centralize all major slowdowns so they
// slower. We wanted to centralize all major slowdowns so they
// can only occur if the user actually decides to use this feature.
while (closedChannelIds.Count != 0)
while (closedChannels.Count > 0)
{
long lastClosedChannelId = closedChannelIds.Last();
closedChannelIds.RemoveAt(closedChannelIds.Count - 1);
bool lookupCondition(Channel ch) => ch.Type == ChannelType.PM
? ch.Users.Any(u => u.Id == lastClosedChannelId)
: ch.Id == lastClosedChannelId;
ClosedChannel lastClosedChannel = closedChannels.Last();
closedChannels.RemoveAt(closedChannels.Count - 1);
// If the user hasn't already joined the channel, try to join it
if (joinedChannels.FirstOrDefault(lookupCondition) == null)
if (joinedChannels.FirstOrDefault(lastClosedChannel.IsEqual) == null)
{
Channel lastClosedChannel = AvailableChannels.FirstOrDefault(lookupCondition);
Channel lastChannel = AvailableChannels.FirstOrDefault(lastClosedChannel.IsEqual);
if (lastClosedChannel != null)
if (lastChannel != null)
{
CurrentChannel.Value = JoinChannel(lastClosedChannel);
// Channel exists as an availaable channel, directly join it
CurrentChannel.Value = JoinChannel(lastChannel);
}
else
else if (lastClosedChannel.Type == ChannelType.PM)
{
// Try to get User to open PM chat
var req = new GetUserRequest(lastClosedChannelId);
req.Success += user => CurrentChannel.Value = JoinChannel(new Channel(user));
api.Queue(req);
users.GetUserAsync((int)lastClosedChannel.Id).ContinueWith(u =>
{
if (u.Result == null) return;
Schedule(() => CurrentChannel.Value = JoinChannel(new Channel(u.Result)));
});
}
return;
@ -569,4 +570,28 @@ namespace osu.Game.Online.Chat
{
}
}
/// <summary>
/// Class that stores information about a closed channel
/// </summary>
public class ClosedChannel
{
public ChannelType Type;
public long Id;
public ClosedChannel(ChannelType type, long id)
{
Type = type;
Id = id;
}
public bool IsEqual(Channel channel)
{
if (channel.Type != this.Type) return false;
return this.Type == ChannelType.PM
? channel.Users.Single().Id == this.Id
: channel.Id == this.Id;
}
}
}