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Review changes + added tests
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45482e8709
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@ -34,6 +34,7 @@ namespace osu.Game.Tests.Visual.Online
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private Channel previousChannel => joinedChannels.ElementAt(joinedChannels.ToList().IndexOf(currentChannel) - 1);
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private Channel channel1 => channels[0];
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private Channel channel2 => channels[1];
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private Channel channel3 => channels[2];
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public TestSceneChatOverlay()
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{
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@ -42,7 +43,8 @@ namespace osu.Game.Tests.Visual.Online
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{
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Name = $"Channel no. {index}",
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Topic = index == 3 ? null : $"We talk about the number {index} here",
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Type = index % 2 == 0 ? ChannelType.PM : ChannelType.Temporary
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Type = index % 2 == 0 ? ChannelType.PM : ChannelType.Temporary,
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Id = index
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})
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.ToList();
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}
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@ -249,6 +251,51 @@ namespace osu.Game.Tests.Visual.Online
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AddAssert("Selector is visible", () => chatOverlay.SelectionOverlayState == Visibility.Visible);
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}
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[Test]
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public void TestCtrlShiftTShortcut()
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{
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AddStep("Join 3 channels", () =>
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{
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channelManager.JoinChannel(channel1);
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channelManager.JoinChannel(channel2);
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channelManager.JoinChannel(channel3);
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});
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// Should do nothing
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AddStep("Press Ctrl + Shift + T", pressControlShiftT);
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AddAssert("All channels still open", () => channelManager.JoinedChannels.Count == 3);
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// Close channel 1
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AddStep("Select channel 1", () => clickDrawable(chatOverlay.TabMap[channel1]));
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AddStep("Click normal close button", () => clickDrawable(((TestChannelTabItem)chatOverlay.TabMap[channel1]).CloseButton.Child));
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AddAssert("Channel 1 closed", () => !channelManager.JoinedChannels.Contains(channel1));
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AddAssert("Other channels still open", () => channelManager.JoinedChannels.Count == 2);
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// Reopen channel 1
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AddStep("Press Ctrl + Shift + T", pressControlShiftT);
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AddAssert("All channels now open", () => channelManager.JoinedChannels.Count == 3);
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AddAssert("Current channel is channel 1", () => currentChannel == channel1);
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// Close two channels
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AddStep("Select channel 1", () => clickDrawable(chatOverlay.TabMap[channel1]));
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AddStep("Close channel 1", () => clickDrawable(((TestChannelTabItem)chatOverlay.TabMap[channel1]).CloseButton.Child));
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AddStep("Select channel 2", () => clickDrawable(chatOverlay.TabMap[channel2]));
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AddStep("Close channel 2", () => clickDrawable(((TestPrivateChannelTabItem)chatOverlay.TabMap[channel2]).CloseButton.Child));
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AddAssert("Only one channel open", () => channelManager.JoinedChannels.Count == 1);
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AddAssert("Current channel is channel 3", () => currentChannel == channel3);
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// Should first re-open channel 2
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AddStep("Press Ctrl + Shift + T", pressControlShiftT);
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AddAssert("Channel 1 still closed", () => !channelManager.JoinedChannels.Contains(channel1));
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AddAssert("Channel 2 now open", () => channelManager.JoinedChannels.Contains(channel2));
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AddAssert("Current channel is channel 2", () => currentChannel == channel2);
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// Should then re-open channel 1
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AddStep("Press Ctrl + Shift + T", pressControlShiftT);
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AddAssert("All channels now open", () => channelManager.JoinedChannels.Count == 3);
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AddAssert("Current channel is channel 1", () => currentChannel == channel1);
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}
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private void pressChannelHotkey(int number)
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{
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var channelKey = Key.Number0 + number;
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@ -271,6 +318,15 @@ namespace osu.Game.Tests.Visual.Online
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InputManager.ReleaseKey(Key.ControlLeft);
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}
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private void pressControlShiftT()
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{
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InputManager.PressKey(Key.ControlLeft);
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InputManager.PressKey(Key.ShiftLeft);
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InputManager.Key(Key.T);
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InputManager.ReleaseKey(Key.ShiftLeft);
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InputManager.ReleaseKey(Key.ControlLeft);
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}
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private void clickDrawable(Drawable d)
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{
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InputManager.MoveMouseTo(d);
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@ -8,6 +8,7 @@ using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Logging;
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using osu.Game.Database;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests;
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using osu.Game.Overlays.Chat.Tabs;
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@ -34,10 +35,9 @@ namespace osu.Game.Online.Chat
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private readonly BindableList<Channel> joinedChannels = new BindableList<Channel>();
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/// <summary>
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/// Keeps a list of closed channel identifiers. Stores the channel ID for normal
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/// channels, or the user ID for PM channels
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/// Keeps a stack of recently closed channels
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/// </summary>
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private readonly BindableList<long> closedChannelIds = new BindableList<long>();
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private readonly BindableList<ClosedChannel> closedChannels = new BindableList<ClosedChannel>();
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// For efficiency purposes, this constant bounds the number of closed channels we store.
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// This number is somewhat arbitrary; future developers are free to modify it.
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@ -62,6 +62,10 @@ namespace osu.Game.Online.Chat
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[Resolved]
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private IAPIProvider api { get; set; }
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[Resolved]
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private UserLookupCache users { get; set; }
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public readonly BindableBool HighPollRate = new BindableBool();
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public ChannelManager()
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@ -421,13 +425,15 @@ namespace osu.Game.Online.Chat
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// Prevent the closedChannel list from exceeding the max size
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// by removing the oldest element
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if (closedChannelIds.Count >= closed_channels_max_size)
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if (closedChannels.Count >= closed_channels_max_size)
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{
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closedChannelIds.RemoveAt(0);
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closedChannels.RemoveAt(0);
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}
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// For PM channels, we store the user ID; else, we store the channel id
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closedChannelIds.Add(channel.Type == ChannelType.PM ? channel.Users.First().Id : channel.Id);
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closedChannels.Add(channel.Type == ChannelType.PM
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? new ClosedChannel(ChannelType.PM, channel.Users.Single().Id)
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: new ClosedChannel(channel.Type, channel.Id));
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if (channel.Joined.Value)
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{
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@ -443,41 +449,36 @@ namespace osu.Game.Online.Chat
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/// </summary>
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public void JoinLastClosedChannel()
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{
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if (closedChannelIds.Count <= 0)
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{
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return;
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}
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// This nested loop could be eliminated if a check was added so that
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// This loop could be eliminated if a check was added so that
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// when the code opens a channel it removes from the closedChannel list.
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// However, this would require adding an O(|closeChannels|) work operation
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// every time the user joins a channel, which would make joining a channel
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// slower. I wanted to centralize all major slowdowns so they
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// slower. We wanted to centralize all major slowdowns so they
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// can only occur if the user actually decides to use this feature.
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while (closedChannelIds.Count != 0)
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while (closedChannels.Count > 0)
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{
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long lastClosedChannelId = closedChannelIds.Last();
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closedChannelIds.RemoveAt(closedChannelIds.Count - 1);
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bool lookupCondition(Channel ch) => ch.Type == ChannelType.PM
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? ch.Users.Any(u => u.Id == lastClosedChannelId)
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: ch.Id == lastClosedChannelId;
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ClosedChannel lastClosedChannel = closedChannels.Last();
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closedChannels.RemoveAt(closedChannels.Count - 1);
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// If the user hasn't already joined the channel, try to join it
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if (joinedChannels.FirstOrDefault(lookupCondition) == null)
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if (joinedChannels.FirstOrDefault(lastClosedChannel.IsEqual) == null)
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{
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Channel lastClosedChannel = AvailableChannels.FirstOrDefault(lookupCondition);
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Channel lastChannel = AvailableChannels.FirstOrDefault(lastClosedChannel.IsEqual);
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if (lastClosedChannel != null)
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if (lastChannel != null)
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{
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CurrentChannel.Value = JoinChannel(lastClosedChannel);
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// Channel exists as an availaable channel, directly join it
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CurrentChannel.Value = JoinChannel(lastChannel);
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}
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else
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else if (lastClosedChannel.Type == ChannelType.PM)
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{
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// Try to get User to open PM chat
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var req = new GetUserRequest(lastClosedChannelId);
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req.Success += user => CurrentChannel.Value = JoinChannel(new Channel(user));
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api.Queue(req);
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users.GetUserAsync((int)lastClosedChannel.Id).ContinueWith(u =>
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{
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if (u.Result == null) return;
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Schedule(() => CurrentChannel.Value = JoinChannel(new Channel(u.Result)));
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});
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}
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return;
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@ -569,4 +570,28 @@ namespace osu.Game.Online.Chat
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{
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}
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}
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/// <summary>
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/// Class that stores information about a closed channel
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/// </summary>
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public class ClosedChannel
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{
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public ChannelType Type;
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public long Id;
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public ClosedChannel(ChannelType type, long id)
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{
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Type = type;
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Id = id;
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}
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public bool IsEqual(Channel channel)
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{
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if (channel.Type != this.Type) return false;
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return this.Type == ChannelType.PM
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? channel.Users.Single().Id == this.Id
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: channel.Id == this.Id;
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}
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}
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}
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