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Remove countdown implementation from TestMultiplayerClient
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@ -7,19 +7,16 @@ using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Threading;
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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.Development;
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using osu.Framework.Extensions;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Multiplayer.Countdown;
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using osu.Game.Online.Multiplayer.MatchTypes.TeamVersus;
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using osu.Game.Online.Rooms;
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using osu.Game.Rulesets.Mods;
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using APIUser = osu.Game.Online.API.Requests.Responses.APIUser;
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namespace osu.Game.Tests.Visual.Multiplayer
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{
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@ -141,16 +138,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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switch (Room.State)
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{
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case MultiplayerRoomState.Open:
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// If there are no remaining ready users or the host is not ready, stop any existing countdown.
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// Todo: This doesn't yet support non-match-start countdowns.
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if (Room.Settings.AutoStartEnabled)
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{
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bool shouldHaveCountdown = !APIRoom.Playlist.GetCurrentItem()!.Expired && Room.Users.Any(u => u.State == MultiplayerUserState.Ready);
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if (shouldHaveCountdown && Room.Countdown == null)
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startCountdown(new MatchStartCountdown { TimeRemaining = Room.Settings.AutoStartDuration }, StartMatch);
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}
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break;
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case MultiplayerRoomState.WaitingForLoad:
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@ -317,16 +304,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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return Task.CompletedTask;
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}
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private CancellationTokenSource? countdownSkipSource;
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private CancellationTokenSource? countdownStopSource;
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private Task countdownTask = Task.CompletedTask;
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/// <summary>
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/// Skips to the end of the currently-running countdown, if one is running,
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/// and runs the callback (e.g. to start the match) as soon as possible unless the countdown has been cancelled.
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/// </summary>
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public void SkipToEndOfCountdown() => countdownSkipSource?.Cancel();
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public override async Task SendMatchRequest(MatchUserRequest request)
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{
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Debug.Assert(Room != null);
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@ -334,14 +311,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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switch (request)
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{
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case StartMatchCountdownRequest matchCountdownRequest:
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startCountdown(new MatchStartCountdown { TimeRemaining = matchCountdownRequest.Duration }, StartMatch);
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break;
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case StopCountdownRequest _:
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stopCountdown();
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break;
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case ChangeTeamRequest changeTeam:
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TeamVersusRoomState roomState = (TeamVersusRoomState)Room.MatchState!;
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@ -360,62 +329,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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}
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private void startCountdown(MultiplayerCountdown countdown, Func<Task> continuation)
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{
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Debug.Assert(Room != null);
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Debug.Assert(ThreadSafety.IsUpdateThread);
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stopCountdown();
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// Note that this will leak CTSs, however this is a test method and we haven't noticed foregoing disposal of non-linked CTSs to be detrimental.
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// If necessary, this can be moved into the final schedule below, and the class-level fields be nulled out accordingly.
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var stopSource = countdownStopSource = new CancellationTokenSource();
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var skipSource = countdownSkipSource = new CancellationTokenSource();
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Task lastCountdownTask = countdownTask;
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countdownTask = start();
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async Task start()
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{
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await lastCountdownTask;
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Schedule(() =>
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{
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if (stopSource.IsCancellationRequested)
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return;
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Room.Countdown = countdown;
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MatchEvent(new CountdownChangedEvent { Countdown = countdown });
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});
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try
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{
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using (var cancellationSource = CancellationTokenSource.CreateLinkedTokenSource(stopSource.Token, skipSource.Token))
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await Task.Delay(countdown.TimeRemaining, cancellationSource.Token).ConfigureAwait(false);
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}
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catch (OperationCanceledException)
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{
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// Clients need to be notified of cancellations in the following code.
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}
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Schedule(() =>
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{
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if (Room.Countdown != countdown)
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return;
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Room.Countdown = null;
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MatchEvent(new CountdownChangedEvent { Countdown = null });
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if (stopSource.IsCancellationRequested)
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return;
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continuation().WaitSafely();
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});
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}
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}
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private void stopCountdown() => countdownStopSource?.Cancel();
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public override Task StartMatch()
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{
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Debug.Assert(Room != null);
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