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mirror of https://github.com/ppy/osu.git synced 2026-06-09 08:13:51 +08:00

Add stage-changing helper, use in test scenes

This commit is contained in:
Dan Balasescu
2025-09-24 14:07:43 +09:00
Unverified
parent 597a06ac38
commit 9df3bd9a98
5 changed files with 89 additions and 154 deletions
@@ -6,9 +6,7 @@ using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Extensions;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests;
@@ -19,10 +17,7 @@ using osu.Game.Online.Rooms;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Screens.OnlinePlay.Matchmaking;
using osu.Game.Screens.OnlinePlay.Matchmaking.Screens.Pick;
using osu.Game.Tests.Visual.Multiplayer;
using osuTK;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Matchmaking
{
@@ -41,6 +36,7 @@ namespace osu.Game.Tests.Visual.Matchmaking
AddStep("join room", () =>
{
var room = CreateDefaultRoom();
room.Type = MatchType.Matchmaking;
room.Playlist = Enumerable.Range(1, 50).Select(i => new PlaylistItem(new MultiplayerPlaylistItem
{
ID = i,
@@ -97,106 +93,49 @@ namespace osu.Game.Tests.Visual.Matchmaking
[Test]
public void TestGameplayFlow()
{
// Initial "ready" status of the room".
AddWaitStep("wait", 5);
AddStep("round start", () => MultiplayerClient.ChangeMatchRoomState(new MatchmakingRoomState
for (int round = 1; round <= 2; round++)
{
Stage = MatchmakingStage.RoundWarmupTime
}).WaitSafely());
AddLabel($"Round {round}");
// Next round starts with picks.
AddWaitStep("wait", 5);
AddStep("pick", () => MultiplayerClient.ChangeMatchRoomState(new MatchmakingRoomState
{
Stage = MatchmakingStage.UserBeatmapSelect
}).WaitSafely());
// Make some selections
AddWaitStep("wait", 5);
for (int i = 0; i < 3; i++)
{
int j = i * 2;
AddStep("click a beatmap", () =>
int r = round;
changeStage(MatchmakingStage.RoundWarmupTime, state => state.CurrentRound = r);
changeStage(MatchmakingStage.UserBeatmapSelect);
changeStage(MatchmakingStage.ServerBeatmapFinalised, state =>
{
Quad panelQuad = this.ChildrenOfType<BeatmapPanel>().ElementAt(j).ScreenSpaceDrawQuad;
MultiplayerPlaylistItem[] beatmaps = Enumerable.Range(1, 50).Select(i => new MultiplayerPlaylistItem
{
ID = i,
BeatmapID = i,
StarRating = i / 10.0,
}).ToArray();
InputManager.MoveMouseTo(new Vector2(panelQuad.Centre.X, panelQuad.TopLeft.Y + 5));
InputManager.Click(MouseButton.Left);
});
state.CandidateItems = beatmaps.Select(b => b.ID).ToArray();
state.CandidateItem = beatmaps[0].ID;
}, waitTime: 35);
AddWaitStep("wait", 2);
changeStage(MatchmakingStage.WaitingForClientsBeatmapDownload);
changeStage(MatchmakingStage.GameplayWarmupTime);
changeStage(MatchmakingStage.Gameplay);
changeStage(MatchmakingStage.ResultsDisplaying);
}
// Lock in the gameplay beatmap
AddStep("selection", () =>
changeStage(MatchmakingStage.Ended, state =>
{
MultiplayerPlaylistItem[] beatmaps = Enumerable.Range(1, 50).Select(i => new MultiplayerPlaylistItem
{
ID = i,
BeatmapID = i,
StarRating = i / 10.0,
}).ToArray();
MultiplayerClient.ChangeMatchRoomState(new MatchmakingRoomState
{
Stage = MatchmakingStage.ServerBeatmapFinalised,
CandidateItems = beatmaps.Select(b => b.ID).ToArray(),
CandidateItem = beatmaps[0].ID
}).WaitSafely();
});
// Prepare gameplay.
AddWaitStep("wait", 25);
AddStep("prepare gameplay", () => MultiplayerClient.ChangeMatchRoomState(new MatchmakingRoomState
{
Stage = MatchmakingStage.GameplayWarmupTime
}).WaitSafely());
// Start gameplay.
AddWaitStep("wait", 5);
AddStep("gameplay", () => MultiplayerClient.ChangeMatchRoomState(new MatchmakingRoomState
{
Stage = MatchmakingStage.Gameplay
}).WaitSafely());
AddStep("start gameplay", () => MultiplayerClient.StartMatch().WaitSafely());
// AddUntilStep("wait for player", () => (Stack.CurrentScreen as Player)?.IsLoaded == true);
// Finish gameplay.
AddWaitStep("wait", 5);
AddStep("round end", () => MultiplayerClient.ChangeMatchRoomState(new MatchmakingRoomState
{
Stage = MatchmakingStage.ResultsDisplaying
}).WaitSafely());
AddWaitStep("wait", 10);
AddStep("room end", () =>
{
MatchmakingRoomState state = new MatchmakingRoomState
{
CurrentRound = 1,
Stage = MatchmakingStage.Ended
};
int localUserId = API.LocalUser.Value.OnlineID;
state.Users[localUserId].Placement = 1;
state.Users[localUserId].Rounds[1].Placement = 1;
state.Users[localUserId].Rounds[1].TotalScore = 1;
state.Users[localUserId].Rounds[1].Statistics[HitResult.LargeBonus] = 1;
MultiplayerClient.ChangeMatchRoomState(state).WaitSafely();
});
}
private void changeStage(MatchmakingStage stage, Action<MatchmakingRoomState>? prepare = null, int waitTime = 5)
{
AddStep($"stage: {stage}", () => MultiplayerClient.MatchmakingChangeStage(stage, prepare).WaitSafely());
AddWaitStep("wait", waitTime);
}
private void setupRequestHandler()
{
AddStep("setup request handler", () =>
@@ -65,55 +65,49 @@ namespace osu.Game.Tests.Visual.Matchmaking
}
[Test]
public void TestStatus()
public void TestChangeStage()
{
AddWaitStep("wait for scroll", 5);
AddStep("pick", () => MultiplayerClient.ChangeMatchRoomState(new MatchmakingRoomState
for (int round = 1; round <= 2; round++)
{
Stage = MatchmakingStage.UserBeatmapSelect
}).WaitSafely());
AddLabel($"Round {round}");
AddWaitStep("wait for scroll", 5);
AddStep("selection", () =>
int r = round;
changeStage(MatchmakingStage.RoundWarmupTime, state => state.CurrentRound = r);
changeStage(MatchmakingStage.UserBeatmapSelect);
changeStage(MatchmakingStage.ServerBeatmapFinalised, state =>
{
MultiplayerPlaylistItem[] beatmaps = Enumerable.Range(1, 50).Select(i => new MultiplayerPlaylistItem
{
ID = i,
BeatmapID = i,
StarRating = i / 10.0,
}).ToArray();
state.CandidateItems = beatmaps.Select(b => b.ID).ToArray();
state.CandidateItem = beatmaps[0].ID;
}, waitTime: 35);
changeStage(MatchmakingStage.WaitingForClientsBeatmapDownload);
changeStage(MatchmakingStage.GameplayWarmupTime);
changeStage(MatchmakingStage.Gameplay);
changeStage(MatchmakingStage.ResultsDisplaying);
}
changeStage(MatchmakingStage.Ended, state =>
{
MultiplayerPlaylistItem[] beatmaps = Enumerable.Range(1, 50).Select(i => new MultiplayerPlaylistItem
{
ID = i,
BeatmapID = i,
StarRating = i / 10.0,
}).ToArray();
beatmaps = Random.Shared.GetItems(beatmaps, 8);
MultiplayerClient.ChangeMatchRoomState(new MatchmakingRoomState
{
Stage = MatchmakingStage.ServerBeatmapFinalised,
CandidateItems = beatmaps.Select(b => b.ID).ToArray(),
CandidateItem = beatmaps[0].ID
}).WaitSafely();
});
AddWaitStep("wait for scroll", 35);
AddStep("room end", () =>
{
var state = new MatchmakingRoomState
{
CurrentRound = 1,
Stage = MatchmakingStage.Ended
};
int localUserId = API.LocalUser.Value.OnlineID;
state.Users[localUserId].Placement = 1;
state.Users[localUserId].Rounds[1].Placement = 1;
state.Users[localUserId].Rounds[1].TotalScore = 1;
state.Users[localUserId].Rounds[1].Statistics[HitResult.LargeBonus] = 1;
state.Users[1].Placement = 2;
state.Users[1].Rounds[1].Placement = 2;
MultiplayerClient.ChangeMatchRoomState(state).WaitSafely();
});
}
private void changeStage(MatchmakingStage stage, Action<MatchmakingRoomState>? prepare = null, int waitTime = 5)
{
AddStep($"stage: {stage}", () => MultiplayerClient.MatchmakingChangeStage(stage, prepare).WaitSafely());
AddWaitStep("wait", waitTime);
}
}
}
@@ -5,7 +5,6 @@ using System;
using NUnit.Framework;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Game.Online.Matchmaking;
using osu.Game.Online.Multiplayer.MatchTypes.Matchmaking;
using osu.Game.Screens.OnlinePlay.Matchmaking;
using osu.Game.Tests.Visual.Multiplayer;
@@ -31,24 +30,11 @@ namespace osu.Game.Tests.Visual.Matchmaking
}
[Test]
public void TestStartCountdown()
public void TestChangeStage()
{
foreach (var status in Enum.GetValues<MatchmakingStage>())
foreach (var stage in Enum.GetValues<MatchmakingStage>())
{
AddStep($"{status}", () =>
{
MultiplayerClient.ChangeMatchRoomState(new MatchmakingRoomState
{
Stage = status
}).WaitSafely();
MultiplayerClient.StartCountdown(new MatchmakingStageCountdown
{
Stage = status,
TimeRemaining = TimeSpan.FromSeconds(5)
}).WaitSafely();
});
AddStep($"{stage}", () => MultiplayerClient.MatchmakingChangeStage(stage).WaitSafely());
AddWaitStep("wait a bit", 10);
}
}
@@ -1,6 +1,7 @@
// 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;
using NUnit.Framework;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
@@ -26,18 +27,14 @@ namespace osu.Game.Tests.Visual.Matchmaking
});
}
[TestCase(MatchmakingStage.WaitingForClientsJoin)]
[TestCase(MatchmakingStage.RoundWarmupTime)]
[TestCase(MatchmakingStage.UserBeatmapSelect)]
[TestCase(MatchmakingStage.ServerBeatmapFinalised)]
[TestCase(MatchmakingStage.WaitingForClientsBeatmapDownload)]
[TestCase(MatchmakingStage.GameplayWarmupTime)]
[TestCase(MatchmakingStage.Gameplay)]
[TestCase(MatchmakingStage.ResultsDisplaying)]
[TestCase(MatchmakingStage.Ended)]
public void TestStatus(MatchmakingStage status)
[Test]
public void TestChangeStage()
{
AddStep("set status", () => MultiplayerClient.ChangeMatchRoomState(new MatchmakingRoomState { Stage = status }).WaitSafely());
foreach (var stage in Enum.GetValues<MatchmakingStage>())
{
AddStep($"{stage}", () => MultiplayerClient.MatchmakingChangeStage(stage).WaitSafely());
AddWaitStep("wait a bit", 10);
}
}
}
}
@@ -824,6 +824,25 @@ namespace osu.Game.Tests.Visual.Multiplayer
await ((IMatchmakingClient)this).MatchmakingItemSelected(clone(userId), clone(playlistItemId)).ConfigureAwait(false);
}
public async Task MatchmakingChangeStage(MatchmakingStage stage, Action<MatchmakingRoomState>? prepare = null)
{
MatchmakingRoomState state = clone((MatchmakingRoomState)ServerRoom!.MatchState!);
state.Stage = stage;
if (stage == MatchmakingStage.RoundWarmupTime)
state.CurrentRound++;
prepare?.Invoke(state);
await ChangeMatchRoomState(state).ConfigureAwait(false);
await StartCountdown(new MatchmakingStageCountdown
{
Stage = stage,
TimeRemaining = TimeSpan.FromSeconds(10)
}).ConfigureAwait(false);
}
#region API Room Handling
public IReadOnlyList<Room> ServerSideRooms