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mirror of https://github.com/ppy/osu.git synced 2024-11-06 06:17:23 +08:00

Centralise all multiplayer button clicking test logic

This adds the "wait for enabled" check in a way that can be easily
reused, as it keeps getting missed in test implementations.

This particular commit hopefully fixes
https://github.com/ppy/osu/runs/4583845033?check_suite_focus=true.
This commit is contained in:
Dean Herbert 2021-12-21 13:20:12 +09:00
parent 377cb1d9e3
commit 9aff646ff4
6 changed files with 48 additions and 94 deletions

View File

@ -5,7 +5,6 @@ using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Framework.Testing;
@ -20,7 +19,6 @@ using osu.Game.Screens.OnlinePlay.Multiplayer;
using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
using osu.Game.Screens.Play;
using osu.Game.Tests.Resources;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Multiplayer
{
@ -86,11 +84,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
AddWaitStep("wait for transition", 2);
AddStep("create room", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>().Single());
InputManager.Click(MouseButton.Left);
});
ClickButtonWhenEnabled<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>();
AddUntilStep("wait for join", () => Client.RoomJoined);
}
@ -104,24 +98,13 @@ namespace osu.Game.Tests.Visual.Multiplayer
protected void RunGameplay()
{
AddUntilStep("wait for idle", () => Client.LocalUser?.State == MultiplayerUserState.Idle);
clickReadyButton();
ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("wait for ready", () => Client.LocalUser?.State == MultiplayerUserState.Ready);
clickReadyButton();
ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("wait for player", () => multiplayerComponents.CurrentScreen is Player player && player.IsLoaded);
AddStep("exit player", () => multiplayerComponents.MultiplayerScreen.MakeCurrent());
}
private void clickReadyButton()
{
AddUntilStep("wait for ready button to be enabled", () => this.ChildrenOfType<MultiplayerReadyButton>().Single().ChildrenOfType<Button>().Single().Enabled.Value);
AddStep("click ready button", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerReadyButton>().Single());
InputManager.Click(MouseButton.Left);
});
}
}
}

View File

@ -463,11 +463,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
AddStep("click spectate button", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerSpectateButton>().Single());
InputManager.Click(MouseButton.Left);
});
ClickButtonWhenEnabled<MultiplayerSpectateButton>();
AddUntilStep("wait for spectating user state", () => client.LocalUser?.State == MultiplayerUserState.Spectating);
@ -501,11 +497,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
client.ChangeUserState(MultiplayerTestScene.PLAYER_1_ID, MultiplayerUserState.Ready);
});
AddStep("click spectate button", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerSpectateButton>().Single());
InputManager.Click(MouseButton.Left);
});
ClickButtonWhenEnabled<MultiplayerSpectateButton>();
AddUntilStep("wait for spectating user state", () => client.LocalUser?.State == MultiplayerUserState.Spectating);
@ -832,11 +824,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
AddWaitStep("wait for transition", 2);
AddStep("create room", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>().Single());
InputManager.Click(MouseButton.Left);
});
ClickButtonWhenEnabled<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>();
AddUntilStep("wait for join", () => client.RoomJoined);
}

View File

@ -14,12 +14,10 @@ using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.OnlinePlay.Components;
using osu.Game.Screens.OnlinePlay.Multiplayer;
using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
using osu.Game.Tests.Beatmaps;
using osu.Game.Tests.Resources;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Multiplayer
{
@ -62,22 +60,17 @@ namespace osu.Game.Tests.Visual.Multiplayer
[Test]
public void TestCreatedRoom()
{
AddStep("create room", () =>
AddStep("add playlist item", () =>
{
SelectedRoom.Value.Playlist.Add(new PlaylistItem
{
Beatmap = { Value = new TestBeatmap(new OsuRuleset().RulesetInfo).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
});
// Needs to run after components update with the playlist item.
Schedule(() =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>().Single());
InputManager.Click(MouseButton.Left);
});
});
ClickButtonWhenEnabled<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>();
AddUntilStep("wait for join", () => RoomJoined);
}
@ -110,11 +103,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
});
});
AddStep("click create button", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>().Single());
InputManager.Click(MouseButton.Left);
});
ClickButtonWhenEnabled<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>();
AddUntilStep("wait for room join", () => RoomJoined);
@ -124,21 +113,11 @@ namespace osu.Game.Tests.Visual.Multiplayer
Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready);
});
AddStep("click spectate button", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerSpectateButton>().Single());
InputManager.Click(MouseButton.Left);
});
ClickButtonWhenEnabled<MultiplayerSpectateButton>();
AddUntilStep("wait for spectating user state", () => Client.LocalUser?.State == MultiplayerUserState.Spectating);
AddUntilStep("wait for ready button to be enabled", () => this.ChildrenOfType<MultiplayerReadyButton>().Single().ChildrenOfType<ReadyButton>().Single().Enabled.Value);
AddStep("click ready button", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerReadyButton>().Single());
InputManager.Click(MouseButton.Left);
});
ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("match started", () => Client.Room?.State == MultiplayerRoomState.WaitingForLoad);
}

View File

@ -9,7 +9,6 @@ using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Platform;
using osu.Framework.Testing;
using osu.Framework.Utils;
@ -22,7 +21,6 @@ using osu.Game.Rulesets;
using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
using osu.Game.Tests.Resources;
using osuTK;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Multiplayer
{
@ -113,10 +111,10 @@ namespace osu.Game.Tests.Visual.Multiplayer
Client.TransferHost(2);
});
addClickButtonStep();
ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready);
addClickButtonStep();
ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("user is idle", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle);
}
@ -132,7 +130,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
Client.AddUser(new APIUser { Id = 2, Username = "Another user" });
});
addClickButtonStep();
ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready);
verifyGameplayStartFlow();
@ -147,7 +145,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
Client.TransferHost(2);
});
addClickButtonStep();
ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddStep("make user host", () => Client.TransferHost(Client.Room?.Users[0].UserID ?? 0));
verifyGameplayStartFlow();
@ -162,12 +160,12 @@ namespace osu.Game.Tests.Visual.Multiplayer
Client.AddUser(new APIUser { Id = 2, Username = "Another user" });
});
addClickButtonStep();
ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready);
AddStep("transfer host", () => Client.TransferHost(Client.Room?.Users[1].UserID ?? 0));
addClickButtonStep();
ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("user is idle (match not started)", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle);
AddAssert("ready button enabled", () => button.ChildrenOfType<OsuButton>().Single().Enabled.Value);
}
@ -187,7 +185,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
if (!isHost)
AddStep("transfer host", () => Client.TransferHost(2));
addClickButtonStep();
ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddRepeatStep("change user ready state", () =>
{
@ -202,20 +200,10 @@ namespace osu.Game.Tests.Visual.Multiplayer
}, users);
}
private void addClickButtonStep()
{
AddUntilStep("wait for button to be ready", () => button.ChildrenOfType<Button>().Single().Enabled.Value);
AddStep("click button", () =>
{
InputManager.MoveMouseTo(button);
InputManager.Click(MouseButton.Left);
});
}
private void verifyGameplayStartFlow()
{
AddUntilStep("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready);
addClickButtonStep();
ClickButtonWhenEnabled<MultiplayerReadyButton>();
AddUntilStep("user waiting for load", () => Client.Room?.Users[0].State == MultiplayerUserState.WaitingForLoad);
AddAssert("ready button disabled", () => !button.ChildrenOfType<OsuButton>().Single().Enabled.Value);

View File

@ -21,7 +21,6 @@ using osu.Game.Rulesets;
using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
using osu.Game.Tests.Resources;
using osuTK;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Multiplayer
{
@ -121,10 +120,10 @@ namespace osu.Game.Tests.Visual.Multiplayer
[TestCase(MultiplayerUserState.Ready)]
public void TestToggleWhenIdle(MultiplayerUserState initialState)
{
addClickSpectateButtonStep();
ClickButtonWhenEnabled<MultiplayerSpectateButton>();
AddUntilStep("user is spectating", () => Client.Room?.Users[0].State == MultiplayerUserState.Spectating);
addClickSpectateButtonStep();
ClickButtonWhenEnabled<MultiplayerSpectateButton>();
AddUntilStep("user is idle", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle);
}
@ -138,7 +137,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
[Test]
public void TestReadyButtonDisabledWhenHostAndNoReadyUsers()
{
addClickSpectateButtonStep();
ClickButtonWhenEnabled<MultiplayerSpectateButton>();
assertReadyButtonEnablement(false);
}
@ -148,7 +147,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
AddStep("add user", () => Client.AddUser(new APIUser { Id = PLAYER_1_ID }));
AddStep("set user ready", () => Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready));
addClickSpectateButtonStep();
ClickButtonWhenEnabled<MultiplayerSpectateButton>();
assertReadyButtonEnablement(true);
}
@ -163,16 +162,10 @@ namespace osu.Game.Tests.Visual.Multiplayer
AddStep("set user ready", () => Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready));
addClickSpectateButtonStep();
ClickButtonWhenEnabled<MultiplayerSpectateButton>();
assertReadyButtonEnablement(false);
}
private void addClickSpectateButtonStep() => AddStep("click spectate button", () =>
{
InputManager.MoveMouseTo(spectateButton);
InputManager.Click(MouseButton.Left);
});
private void assertSpectateButtonEnablement(bool shouldBeEnabled)
=> AddUntilStep($"spectate button {(shouldBeEnabled ? "is" : "is not")} enabled", () => spectateButton.ChildrenOfType<OsuButton>().Single().Enabled.Value == shouldBeEnabled);

View File

@ -1,9 +1,12 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Testing;
using osu.Framework.Testing.Input;
using osu.Game.Graphics.Cursor;
using osu.Game.Graphics.Sprites;
@ -11,6 +14,7 @@ using osu.Game.Graphics.UserInterface;
using osu.Game.Input.Bindings;
using osuTK;
using osuTK.Graphics;
using osuTK.Input;
namespace osu.Game.Tests.Visual
{
@ -115,6 +119,25 @@ namespace osu.Game.Tests.Visual
});
}
/// <summary>
/// Wait for a button to become enabled, then click it.
/// </summary>
/// <typeparam name="T"></typeparam>
protected void ClickButtonWhenEnabled<T>()
where T : Drawable
{
if (typeof(T) == typeof(Button))
AddUntilStep($"wait for {typeof(T).Name} enabled", () => (this.ChildrenOfType<T>().Single() as Button)?.Enabled.Value == true);
else
AddUntilStep($"wait for {typeof(T).Name} enabled", () => this.ChildrenOfType<T>().Single().ChildrenOfType<Button>().Single().Enabled.Value);
AddStep($"click {typeof(T).Name}", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<T>().Single());
InputManager.Click(MouseButton.Left);
});
}
protected override void Update()
{
base.Update();