// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Linq; using System.Threading.Tasks; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Bindables; using osu.Framework.Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Platform; using osu.Framework.Testing; using osu.Game.Beatmaps; using osu.Game.Graphics.UserInterface; using osu.Game.Online.API.Requests.Responses; using osu.Game.Online.Multiplayer; using osu.Game.Online.Rooms; using osu.Game.Rulesets; using osu.Game.Screens.OnlinePlay.Multiplayer.Match; using osu.Game.Tests.Resources; using osuTK; namespace osu.Game.Tests.Visual.Multiplayer { public class TestSceneMultiplayerSpectateButton : MultiplayerTestScene { private MultiplayerSpectateButton spectateButton; private MultiplayerReadyButton readyButton; private readonly Bindable selectedItem = new Bindable(); private BeatmapSetInfo importedSet; private BeatmapManager beatmaps; private RulesetStore rulesets; private IDisposable readyClickOperation; [BackgroundDependencyLoader] private void load(GameHost host, AudioManager audio) { Dependencies.Cache(rulesets = new RulesetStore(Realm)); Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, Realm, rulesets, null, audio, Resources, host, Beatmap.Default)); Dependencies.Cache(Realm); beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).WaitSafely(); } [SetUp] public new void Setup() => Schedule(() => { AvailabilityTracker.SelectedItem.BindTo(selectedItem); importedSet = beatmaps.GetAllUsableBeatmapSets().First(); Beatmap.Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First()); selectedItem.Value = new PlaylistItem { Beatmap = { Value = Beatmap.Value.BeatmapInfo }, Ruleset = { Value = Beatmap.Value.BeatmapInfo.Ruleset }, }; Child = new FillFlowContainer { AutoSizeAxes = Axes.Both, Direction = FillDirection.Vertical, Children = new Drawable[] { spectateButton = new MultiplayerSpectateButton { Anchor = Anchor.Centre, Origin = Anchor.Centre, Size = new Vector2(200, 50), OnSpectateClick = () => { readyClickOperation = OngoingOperationTracker.BeginOperation(); Task.Run(async () => { await Client.ToggleSpectate(); readyClickOperation.Dispose(); }); } }, readyButton = new MultiplayerReadyButton { Anchor = Anchor.Centre, Origin = Anchor.Centre, Size = new Vector2(200, 50), OnReadyClick = () => { readyClickOperation = OngoingOperationTracker.BeginOperation(); Task.Run(async () => { if (Client.IsHost && Client.LocalUser?.State == MultiplayerUserState.Ready) { await Client.StartMatch(); return; } await Client.ToggleReady(); readyClickOperation.Dispose(); }); } } } }; }); [TestCase(MultiplayerRoomState.Open)] [TestCase(MultiplayerRoomState.WaitingForLoad)] [TestCase(MultiplayerRoomState.Playing)] public void TestEnabledWhenRoomOpenOrInGameplay(MultiplayerRoomState roomState) { AddStep($"change room to {roomState}", () => Client.ChangeRoomState(roomState)); assertSpectateButtonEnablement(true); } [TestCase(MultiplayerUserState.Idle)] [TestCase(MultiplayerUserState.Ready)] public void TestToggleWhenIdle(MultiplayerUserState initialState) { ClickButtonWhenEnabled(); AddUntilStep("user is spectating", () => Client.Room?.Users[0].State == MultiplayerUserState.Spectating); ClickButtonWhenEnabled(); AddUntilStep("user is idle", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle); } [TestCase(MultiplayerRoomState.Closed)] public void TestDisabledWhenClosed(MultiplayerRoomState roomState) { AddStep($"change room to {roomState}", () => Client.ChangeRoomState(roomState)); assertSpectateButtonEnablement(false); } [Test] public void TestReadyButtonDisabledWhenHostAndNoReadyUsers() { ClickButtonWhenEnabled(); assertReadyButtonEnablement(false); } [Test] public void TestReadyButtonEnabledWhenHostAndUsersReady() { AddStep("add user", () => Client.AddUser(new APIUser { Id = PLAYER_1_ID })); AddStep("set user ready", () => Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready)); ClickButtonWhenEnabled(); assertReadyButtonEnablement(true); } [Test] public void TestReadyButtonDisabledWhenNotHostAndUsersReady() { AddStep("add user and transfer host", () => { Client.AddUser(new APIUser { Id = PLAYER_1_ID }); Client.TransferHost(PLAYER_1_ID); }); AddStep("set user ready", () => Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready)); ClickButtonWhenEnabled(); assertReadyButtonEnablement(false); } private void assertSpectateButtonEnablement(bool shouldBeEnabled) => AddUntilStep($"spectate button {(shouldBeEnabled ? "is" : "is not")} enabled", () => spectateButton.ChildrenOfType().Single().Enabled.Value == shouldBeEnabled); private void assertReadyButtonEnablement(bool shouldBeEnabled) => AddUntilStep($"ready button {(shouldBeEnabled ? "is" : "is not")} enabled", () => readyButton.ChildrenOfType().Single().Enabled.Value == shouldBeEnabled); } }