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