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mirror of https://github.com/ppy/osu.git synced 2025-02-13 10:33:07 +08:00

Split out test assertion methods to read better

This commit is contained in:
Dean Herbert 2022-08-26 16:56:03 +09:00
parent ed0843aa84
commit 9050f54681

View File

@ -165,11 +165,11 @@ namespace osu.Game.Tests.Visual.Multiplayer
sendFrames(PLAYER_1_ID, 40);
sendFrames(PLAYER_2_ID, 20);
waitUntilPaused(PLAYER_2_ID, true);
checkPausedInstant(PLAYER_1_ID, false);
waitUntilPaused(PLAYER_2_ID);
checkRunningInstant(PLAYER_1_ID);
AddAssert("master clock still running", () => this.ChildrenOfType<MasterGameplayClockContainer>().Single().IsRunning);
waitUntilPaused(PLAYER_1_ID, true);
waitUntilPaused(PLAYER_1_ID);
AddUntilStep("master clock paused", () => !this.ChildrenOfType<MasterGameplayClockContainer>().Single().IsRunning);
}
@ -181,13 +181,13 @@ namespace osu.Game.Tests.Visual.Multiplayer
// Send frames for one player only, both should remain paused.
sendFrames(PLAYER_1_ID, 20);
checkPausedInstant(PLAYER_1_ID, true);
checkPausedInstant(PLAYER_2_ID, true);
checkPausedInstant(PLAYER_1_ID);
checkPausedInstant(PLAYER_2_ID);
// Send frames for the other player, both should now start playing.
sendFrames(PLAYER_2_ID, 20);
checkPausedInstant(PLAYER_1_ID, false);
checkPausedInstant(PLAYER_2_ID, false);
checkRunningInstant(PLAYER_1_ID);
checkRunningInstant(PLAYER_2_ID);
}
[Test]
@ -198,15 +198,15 @@ namespace osu.Game.Tests.Visual.Multiplayer
// Send frames for one player only, both should remain paused.
sendFrames(PLAYER_1_ID, 1000);
checkPausedInstant(PLAYER_1_ID, true);
checkPausedInstant(PLAYER_2_ID, true);
checkPausedInstant(PLAYER_1_ID);
checkPausedInstant(PLAYER_2_ID);
// Wait for the start delay seconds...
AddWaitStep("wait maximum start delay seconds", (int)(SpectatorSyncManager.MAXIMUM_START_DELAY / TimePerAction));
// Player 1 should start playing by itself, player 2 should remain paused.
checkPausedInstant(PLAYER_1_ID, false);
checkPausedInstant(PLAYER_2_ID, true);
checkRunningInstant(PLAYER_1_ID);
checkPausedInstant(PLAYER_2_ID);
}
[Test]
@ -218,26 +218,26 @@ namespace osu.Game.Tests.Visual.Multiplayer
// Send initial frames for both players. A few more for player 1.
sendFrames(PLAYER_1_ID, 20);
sendFrames(PLAYER_2_ID);
checkPausedInstant(PLAYER_1_ID, false);
checkPausedInstant(PLAYER_2_ID, false);
checkRunningInstant(PLAYER_1_ID);
checkRunningInstant(PLAYER_2_ID);
// Eventually player 2 will pause, player 1 must remain running.
waitUntilPaused(PLAYER_2_ID, true);
checkPausedInstant(PLAYER_1_ID, false);
waitUntilPaused(PLAYER_2_ID);
checkRunningInstant(PLAYER_1_ID);
// Eventually both players will run out of frames and should pause.
waitUntilPaused(PLAYER_1_ID, true);
checkPausedInstant(PLAYER_2_ID, true);
waitUntilPaused(PLAYER_1_ID);
checkPausedInstant(PLAYER_2_ID);
// Send more frames for the first player only. Player 1 should start playing with player 2 remaining paused.
sendFrames(PLAYER_1_ID, 20);
checkPausedInstant(PLAYER_2_ID, true);
checkPausedInstant(PLAYER_1_ID, false);
checkPausedInstant(PLAYER_2_ID);
checkRunningInstant(PLAYER_1_ID);
// Send more frames for the second player. Both should be playing
sendFrames(PLAYER_2_ID, 20);
checkPausedInstant(PLAYER_2_ID, false);
checkPausedInstant(PLAYER_1_ID, false);
checkRunningInstant(PLAYER_2_ID);
checkRunningInstant(PLAYER_1_ID);
}
[Test]
@ -249,16 +249,16 @@ namespace osu.Game.Tests.Visual.Multiplayer
// Send initial frames for both players. A few more for player 1.
sendFrames(PLAYER_1_ID, 1000);
sendFrames(PLAYER_2_ID, 30);
checkPausedInstant(PLAYER_1_ID, false);
checkPausedInstant(PLAYER_2_ID, false);
checkRunningInstant(PLAYER_1_ID);
checkRunningInstant(PLAYER_2_ID);
// Eventually player 2 will run out of frames and should pause.
waitUntilPaused(PLAYER_2_ID, true);
waitUntilPaused(PLAYER_2_ID);
AddWaitStep("wait a few more frames", 10);
// Send more frames for player 2. It should unpause.
sendFrames(PLAYER_2_ID, 1000);
checkPausedInstant(PLAYER_2_ID, false);
checkRunningInstant(PLAYER_2_ID);
// Player 2 should catch up to player 1 after unpausing.
waitForCatchup(PLAYER_2_ID);
@ -281,18 +281,18 @@ namespace osu.Game.Tests.Visual.Multiplayer
sendFrames(PLAYER_2_ID, 20);
// While both players are running, one of them should be un-muted.
waitUntilPaused(PLAYER_1_ID, false);
waitUntilRunning(PLAYER_1_ID);
assertOnePlayerNotMuted();
// After player 1 runs out of frames, the un-muted player should always be player 2.
waitUntilPaused(PLAYER_1_ID, true);
waitUntilPaused(PLAYER_2_ID, false);
waitUntilPaused(PLAYER_1_ID);
waitUntilRunning(PLAYER_2_ID);
assertMuted(PLAYER_1_ID, true);
assertMuted(PLAYER_2_ID, false);
sendFrames(PLAYER_1_ID, 100);
waitForCatchup(PLAYER_1_ID);
waitUntilPaused(PLAYER_2_ID, true);
waitUntilPaused(PLAYER_2_ID);
assertMuted(PLAYER_1_ID, false);
assertMuted(PLAYER_2_ID, true);
@ -326,7 +326,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
sendFrames(PLAYER_1_ID, 300);
AddWaitStep("wait maximum start delay seconds", (int)(SpectatorSyncManager.MAXIMUM_START_DELAY / TimePerAction));
waitUntilPaused(PLAYER_1_ID, false);
waitUntilRunning(PLAYER_1_ID);
sendFrames(PLAYER_2_ID, 300);
AddUntilStep("player 2 playing from correct point in time", () => getPlayer(PLAYER_2_ID).ChildrenOfType<DrawableRuleset>().Single().FrameStableClock.CurrentTime > 30000);
@ -400,7 +400,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
AddUntilStep("wait for clock running", () => getInstance(PLAYER_1_ID).SpectatorPlayerClock.IsRunning);
assertNotCatchingUp(PLAYER_1_ID);
waitForRunning(PLAYER_1_ID);
waitUntilRunning(PLAYER_1_ID);
}
private void loadSpectateScreen(bool waitForPlayerLoad = true, Action<WorkingBeatmap>? applyToBeatmap = null)
@ -467,12 +467,17 @@ namespace osu.Game.Tests.Visual.Multiplayer
});
}
private void waitUntilPaused(int userId, bool state)
=> AddUntilStep($"{nameof(waitUntilPaused)}({userId}, {state})", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().IsRunning != state);
private void checkPausedInstant(int userId, bool state)
private void checkRunningInstant(int userId)
{
waitUntilPaused(userId, state);
waitUntilRunning(userId);
// Todo: The following should work, but is broken because SpectatorScreen retrieves the WorkingBeatmap via the BeatmapManager, bypassing the test scene clock and running real-time.
// AddAssert($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state);
}
private void checkPausedInstant(int userId)
{
waitUntilPaused(userId);
// Todo: The following should work, but is broken because SpectatorScreen retrieves the WorkingBeatmap via the BeatmapManager, bypassing the test scene clock and running real-time.
// AddAssert($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state);
@ -486,8 +491,11 @@ namespace osu.Game.Tests.Visual.Multiplayer
private void assertRunning(int userId)
=> AddAssert($"{nameof(assertRunning)}({userId})", () => getInstance(userId).SpectatorPlayerClock.IsRunning);
private void waitForRunning(int userId)
=> AddUntilStep($"{nameof(waitForRunning)}({userId})", () => getInstance(userId).SpectatorPlayerClock.IsRunning);
private void waitUntilPaused(int userId)
=> AddUntilStep($"{nameof(waitUntilPaused)}({userId})", () => !getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().IsRunning);
private void waitUntilRunning(int userId)
=> AddUntilStep($"{nameof(waitUntilRunning)}({userId})", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().IsRunning);
private void assertNotCatchingUp(int userId)
=> AddAssert($"{nameof(assertNotCatchingUp)}({userId})", () => !getInstance(userId).SpectatorPlayerClock.IsCatchingUp);