mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 12:17:26 +08:00
Add full multiplayer gameplay flow test
This commit is contained in:
parent
8ff30ffd1d
commit
c2974cfc65
@ -9,6 +9,8 @@ namespace osu.Game.Tests.Resources
|
||||
{
|
||||
public static class TestResources
|
||||
{
|
||||
public const double QUICK_BEATMAP_LENGTH = 10000;
|
||||
|
||||
public static DllResourceStore GetStore() => new DllResourceStore(typeof(TestResources).Assembly);
|
||||
|
||||
public static Stream OpenResource(string name) => GetStore().GetStream($"Resources/{name}");
|
||||
|
@ -28,6 +28,8 @@ using osu.Game.Screens.OnlinePlay.Lounge.Components;
|
||||
using osu.Game.Screens.OnlinePlay.Match;
|
||||
using osu.Game.Screens.OnlinePlay.Multiplayer;
|
||||
using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
|
||||
using osu.Game.Screens.Play;
|
||||
using osu.Game.Screens.Ranking;
|
||||
using osu.Game.Tests.Resources;
|
||||
using osu.Game.Users;
|
||||
using osuTK.Input;
|
||||
@ -430,6 +432,40 @@ namespace osu.Game.Tests.Visual.Multiplayer
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestGameplayFlow()
|
||||
{
|
||||
createRoom(() => new Room
|
||||
{
|
||||
Name = { Value = "Test Room" },
|
||||
Playlist =
|
||||
{
|
||||
new PlaylistItem
|
||||
{
|
||||
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
|
||||
Ruleset = { Value = new OsuRuleset().RulesetInfo },
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
AddRepeatStep("click spectate button", () =>
|
||||
{
|
||||
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerReadyButton>().Single());
|
||||
InputManager.Click(MouseButton.Left);
|
||||
}, 2);
|
||||
|
||||
AddUntilStep("wait for player", () => Stack.CurrentScreen is Player);
|
||||
|
||||
// Gameplay runs in real-time, so we need to incrementally check if gameplay has finished in order to not time out.
|
||||
for (double i = 1000; i < TestResources.QUICK_BEATMAP_LENGTH; i += 1000)
|
||||
{
|
||||
var time = i;
|
||||
AddUntilStep($"wait for time > {i}", () => this.ChildrenOfType<GameplayClockContainer>().SingleOrDefault()?.GameplayClock.CurrentTime > time);
|
||||
}
|
||||
|
||||
AddUntilStep("wait for results", () => Stack.CurrentScreen is ResultsScreen);
|
||||
}
|
||||
|
||||
private void createRoom(Func<Room> room)
|
||||
{
|
||||
AddUntilStep("wait for lounge", () => multiplayerScreen.ChildrenOfType<LoungeSubScreen>().SingleOrDefault()?.IsLoaded == true);
|
||||
|
Loading…
Reference in New Issue
Block a user