// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Linq; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Extensions; using osu.Framework.Platform; using osu.Framework.Screens; using osu.Framework.Testing; using osu.Game.Beatmaps; using osu.Game.Database; using osu.Game.Online.Multiplayer; using osu.Game.Online.Rooms; using osu.Game.Rulesets; using osu.Game.Rulesets.Osu; using osu.Game.Screens.OnlinePlay.Lounge; using osu.Game.Screens.OnlinePlay.Multiplayer; using osu.Game.Screens.OnlinePlay.Multiplayer.Match; using osu.Game.Screens.Play; using osu.Game.Tests.Resources; namespace osu.Game.Tests.Visual.Multiplayer { public abstract class QueueModeTestScene : ScreenTestScene { protected abstract QueueMode Mode { get; } protected BeatmapInfo InitialBeatmap { get; private set; } protected BeatmapInfo OtherBeatmap { get; private set; } protected IScreen CurrentScreen => multiplayerComponents.CurrentScreen; protected IScreen CurrentSubScreen => multiplayerComponents.MultiplayerScreen.CurrentSubScreen; private BeatmapManager beatmaps; private RulesetStore rulesets; private BeatmapSetInfo importedSet; private TestMultiplayerComponents multiplayerComponents; protected TestMultiplayerClient Client => multiplayerComponents.Client; [Cached(typeof(UserLookupCache))] private UserLookupCache lookupCache = new TestUserLookupCache(); [BackgroundDependencyLoader] private void load(GameHost host, AudioManager audio) { Dependencies.Cache(rulesets = new RulesetStore(ContextFactory)); Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, Resources, host, Beatmap.Default)); } public override void SetUpSteps() { base.SetUpSteps(); AddStep("import beatmap", () => { beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).WaitSafely(); importedSet = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First(); InitialBeatmap = importedSet.Beatmaps.First(b => b.RulesetID == 0); OtherBeatmap = importedSet.Beatmaps.Last(b => b.RulesetID == 0); }); AddStep("load multiplayer", () => LoadScreen(multiplayerComponents = new TestMultiplayerComponents())); AddUntilStep("wait for multiplayer to load", () => multiplayerComponents.IsLoaded); AddUntilStep("wait for lounge to load", () => this.ChildrenOfType().FirstOrDefault()?.IsLoaded == true); AddUntilStep("wait for lounge", () => multiplayerComponents.ChildrenOfType().SingleOrDefault()?.IsLoaded == true); AddStep("open room", () => multiplayerComponents.ChildrenOfType().Single().Open(new Room { Name = { Value = "Test Room" }, QueueMode = { Value = Mode }, Playlist = { new PlaylistItem { Beatmap = { Value = InitialBeatmap }, Ruleset = { Value = new OsuRuleset().RulesetInfo }, } } })); AddUntilStep("wait for room open", () => this.ChildrenOfType().FirstOrDefault()?.IsLoaded == true); AddWaitStep("wait for transition", 2); ClickButtonWhenEnabled(); AddUntilStep("wait for join", () => Client.RoomJoined); } [Test] public void TestCreatedWithCorrectMode() { AddAssert("room created with correct mode", () => Client.APIRoom?.QueueMode.Value == Mode); } protected void RunGameplay() { AddUntilStep("wait for idle", () => Client.LocalUser?.State == MultiplayerUserState.Idle); ClickButtonWhenEnabled(); AddUntilStep("wait for ready", () => Client.LocalUser?.State == MultiplayerUserState.Ready); ClickButtonWhenEnabled(); AddUntilStep("wait for player", () => multiplayerComponents.CurrentScreen is Player player && player.IsLoaded); AddStep("exit player", () => multiplayerComponents.MultiplayerScreen.MakeCurrent()); } } }