// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using System.Linq; using Moq; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Cursor; using osu.Framework.Graphics.UserInterface; using osu.Framework.Logging; using osu.Framework.Testing; using osu.Framework.Utils; using osu.Game.Graphics.UserInterface; using osu.Game.Online.API.Requests.Responses; using osu.Game.Online.Multiplayer; using osu.Game.Online.Multiplayer.Countdown; using osu.Game.Online.Rooms; using osu.Game.Screens.OnlinePlay; using osu.Game.Screens.OnlinePlay.Multiplayer.Match; using osuTK; using osuTK.Input; namespace osu.Game.Tests.Visual.Multiplayer { public partial class TestSceneMatchStartControl : OsuManualInputManagerTestScene { private readonly Mock multiplayerClient = new Mock(); private readonly Mock availabilityTracker = new Mock(); private readonly Bindable beatmapAvailability = new Bindable(); private readonly Bindable room = new Bindable(); private MultiplayerRoom multiplayerRoom; private MultiplayerRoomUser localUser; private OngoingOperationTracker ongoingOperationTracker; private PopoverContainer content; private MatchStartControl control; private OsuButton readyButton => control.ChildrenOfType().Single(); protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) => new CachedModelDependencyContainer(base.CreateChildDependencies(parent)) { Model = { BindTarget = room } }; [BackgroundDependencyLoader] private void load() { Dependencies.CacheAs(multiplayerClient.Object); Dependencies.CacheAs(ongoingOperationTracker = new OngoingOperationTracker()); Dependencies.CacheAs(availabilityTracker.Object); availabilityTracker.SetupGet(a => a.Availability).Returns(beatmapAvailability); multiplayerClient.SetupGet(m => m.LocalUser).Returns(() => localUser); multiplayerClient.SetupGet(m => m.Room).Returns(() => multiplayerRoom); // By default, the local user is to be the host. multiplayerClient.SetupGet(m => m.IsHost).Returns(() => ReferenceEquals(multiplayerRoom.Host, localUser)); // Assume all state changes are accepted by the server. multiplayerClient.Setup(m => m.ChangeState(It.IsAny())) .Callback((MultiplayerUserState r) => { Logger.Log($"Changing local user state from {localUser.State} to {r}"); localUser.State = r; raiseRoomUpdated(); }); multiplayerClient.Setup(m => m.StartMatch()) .Callback(() => { multiplayerClient.Raise(m => m.LoadRequested -= null); // immediately "end" gameplay, as we don't care about that part of the process. changeUserState(localUser.UserID, MultiplayerUserState.Idle); }); multiplayerClient.Setup(m => m.SendMatchRequest(It.IsAny())) .Callback((MatchUserRequest request) => { switch (request) { case StartMatchCountdownRequest countdownStart: setRoomCountdown(countdownStart.Duration); break; case StopCountdownRequest: clearRoomCountdown(); break; } }); Children = new Drawable[] { ongoingOperationTracker, content = new PopoverContainer { RelativeSizeAxes = Axes.Both } }; } [SetUpSteps] public void SetUpSteps() { AddStep("reset state", () => { multiplayerClient.Invocations.Clear(); beatmapAvailability.Value = BeatmapAvailability.LocallyAvailable(); var playlistItem = new PlaylistItem(Beatmap.Value.BeatmapInfo) { RulesetID = Beatmap.Value.BeatmapInfo.Ruleset.OnlineID }; room.Value = new Room { Playlist = { playlistItem }, CurrentPlaylistItem = { Value = playlistItem } }; localUser = new MultiplayerRoomUser(API.LocalUser.Value.Id) { User = API.LocalUser.Value }; multiplayerRoom = new MultiplayerRoom(0) { Playlist = { TestMultiplayerClient.CreateMultiplayerPlaylistItem(playlistItem), }, Users = { localUser }, Host = localUser, }; }); AddStep("create control", () => { content.Child = control = new MatchStartControl { Anchor = Anchor.Centre, Origin = Anchor.Centre, Size = new Vector2(250, 50), }; }); } [Test] public void TestStartWithCountdown() { ClickButtonWhenEnabled(); AddUntilStep("countdown button shown", () => this.ChildrenOfType().SingleOrDefault()?.IsPresent == true); ClickButtonWhenEnabled(); AddStep("click the first countdown button", () => { var popoverButton = this.ChildrenOfType().Single().ChildrenOfType().First(); InputManager.MoveMouseTo(popoverButton); InputManager.Click(MouseButton.Left); }); AddStep("check request received", () => { multiplayerClient.Verify(m => m.SendMatchRequest(It.Is(req => req.Duration == TimeSpan.FromSeconds(10) )), Times.Once); }); } [Test] public void TestCancelCountdown() { ClickButtonWhenEnabled(); AddUntilStep("countdown button shown", () => this.ChildrenOfType().SingleOrDefault()?.IsPresent == true); ClickButtonWhenEnabled(); AddStep("click the first countdown button", () => { var popoverButton = this.ChildrenOfType().Single().ChildrenOfType().First(); InputManager.MoveMouseTo(popoverButton); InputManager.Click(MouseButton.Left); }); AddStep("check request received", () => { multiplayerClient.Verify(m => m.SendMatchRequest(It.Is(req => req.Duration == TimeSpan.FromSeconds(10) )), Times.Once); }); ClickButtonWhenEnabled(); AddStep("click the cancel button", () => { var popoverButton = this.ChildrenOfType().Single().ChildrenOfType().Last(); InputManager.MoveMouseTo(popoverButton); InputManager.Click(MouseButton.Left); }); AddStep("check request received", () => { multiplayerClient.Verify(m => m.SendMatchRequest(It.IsAny()), Times.Once); }); } [Test] public void TestReadyAndUnReadyDuringCountdown() { AddStep("add second user as host", () => addUser(new APIUser { Id = 2, Username = "Another user" }, true)); AddStep("start countdown", () => setRoomCountdown(TimeSpan.FromMinutes(1))); ClickButtonWhenEnabled(); checkLocalUserState(MultiplayerUserState.Ready); ClickButtonWhenEnabled(); checkLocalUserState(MultiplayerUserState.Idle); } [Test] public void TestCountdownWhileSpectating() { AddStep("set spectating", () => changeUserState(API.LocalUser.Value.OnlineID, MultiplayerUserState.Spectating)); checkLocalUserState(MultiplayerUserState.Spectating); AddAssert("countdown button is visible", () => this.ChildrenOfType().Single().IsPresent); AddAssert("countdown button enabled", () => this.ChildrenOfType().Single().Enabled.Value); AddStep("add second user", () => addUser(new APIUser { Id = 2, Username = "Another user" })); AddAssert("countdown button enabled", () => this.ChildrenOfType().Single().Enabled.Value); AddStep("set second user ready", () => changeUserState(2, MultiplayerUserState.Ready)); AddAssert("countdown button enabled", () => this.ChildrenOfType().Single().Enabled.Value); } [Test] public void TestBecomeHostDuringCountdownAndReady() { AddStep("add second user as host", () => { addUser(new APIUser { Id = 2, Username = "Another user" }, true); }); AddStep("start countdown", () => multiplayerClient.Object.SendMatchRequest(new StartMatchCountdownRequest { Duration = TimeSpan.FromMinutes(1) }).WaitSafely()); AddUntilStep("countdown started", () => multiplayerRoom.ActiveCountdowns.Any()); AddStep("transfer host to local user", () => transferHost(localUser)); AddUntilStep("local user is host", () => multiplayerRoom.Host?.Equals(multiplayerClient.Object.LocalUser) == true); ClickButtonWhenEnabled(); checkLocalUserState(MultiplayerUserState.Ready); AddAssert("countdown still active", () => multiplayerRoom.ActiveCountdowns.Any()); } [Test] public void TestCountdownButtonVisibilityWithAutoStart() { ClickButtonWhenEnabled(); checkLocalUserState(MultiplayerUserState.Ready); AddUntilStep("countdown button visible", () => this.ChildrenOfType().Single().IsPresent); AddStep("enable auto start", () => changeRoomSettings(new MultiplayerRoomSettings { AutoStartDuration = TimeSpan.FromMinutes(1) })); ClickButtonWhenEnabled(); checkLocalUserState(MultiplayerUserState.Ready); AddUntilStep("countdown button not visible", () => !this.ChildrenOfType().Single().IsPresent); } [Test] public void TestClickingReadyButtonUnReadiesDuringAutoStart() { AddStep("enable auto start", () => changeRoomSettings(new MultiplayerRoomSettings { AutoStartDuration = TimeSpan.FromMinutes(1) })); ClickButtonWhenEnabled(); checkLocalUserState(MultiplayerUserState.Ready); ClickButtonWhenEnabled(); checkLocalUserState(MultiplayerUserState.Idle); } [Test] public void TestDeletedBeatmapDisableReady() { AddUntilStep("ready button enabled", () => readyButton.Enabled.Value); AddStep("mark beatmap not available", () => beatmapAvailability.Value = BeatmapAvailability.NotDownloaded()); AddUntilStep("ready button disabled", () => !readyButton.Enabled.Value); AddStep("mark beatmap available", () => beatmapAvailability.Value = BeatmapAvailability.LocallyAvailable()); AddUntilStep("ready button enabled back", () => readyButton.Enabled.Value); } [Test] public void TestToggleStateWhenNotHost() { AddStep("add second user as host", () => { addUser(new APIUser { Id = 2, Username = "Another user" }, true); }); ClickButtonWhenEnabled(); checkLocalUserState(MultiplayerUserState.Ready); ClickButtonWhenEnabled(); checkLocalUserState(MultiplayerUserState.Idle); } [TestCase(true)] [TestCase(false)] public void TestToggleStateWhenHost(bool allReady) { if (!allReady) AddStep("add other user", () => addUser(new APIUser { Id = 2, Username = "Another user" })); ClickButtonWhenEnabled(); checkLocalUserState(MultiplayerUserState.Ready); verifyGameplayStartFlow(); } [Test] public void TestBecomeHostWhileReady() { AddStep("add host", () => { addUser(new APIUser { Id = 2, Username = "Another user" }, true); }); ClickButtonWhenEnabled(); AddStep("make local user host", () => transferHost(localUser)); verifyGameplayStartFlow(); } [Test] public void TestLoseHostWhileReady() { AddStep("setup", () => { addUser(new APIUser { Id = 2, Username = "Another user" }); }); ClickButtonWhenEnabled(); checkLocalUserState(MultiplayerUserState.Ready); AddStep("transfer host", () => transferHost(multiplayerRoom.Users[1])); ClickButtonWhenEnabled(); checkLocalUserState(MultiplayerUserState.Idle); AddUntilStep("ready button enabled", () => readyButton.Enabled.Value); } [TestCase(true)] [TestCase(false)] public void TestManyUsersChangingState(bool isHost) { const int users = 10; AddStep("add many users", () => { for (int i = 0; i < users; i++) addUser(new APIUser { Id = i, Username = "Another user" }, !isHost && i == 2); }); ClickButtonWhenEnabled(); AddRepeatStep("change user ready state", () => { changeUserState(RNG.Next(0, users), RNG.NextBool() ? MultiplayerUserState.Ready : MultiplayerUserState.Idle); }, 20); AddRepeatStep("ready all users", () => { var nextUnready = multiplayerRoom.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle); if (nextUnready != null) changeUserState(nextUnready.UserID, MultiplayerUserState.Ready); }, users); } private void verifyGameplayStartFlow() { checkLocalUserState(MultiplayerUserState.Ready); ClickButtonWhenEnabled(); AddStep("check start request received", () => multiplayerClient.Verify(m => m.StartMatch(), Times.Once)); } private void checkLocalUserState(MultiplayerUserState state) => AddUntilStep($"local user is {state}", () => localUser.State == state); private void setRoomCountdown(TimeSpan duration) { multiplayerRoom.ActiveCountdowns.Add(new MatchStartCountdown { TimeRemaining = duration }); raiseRoomUpdated(); } private void clearRoomCountdown() { multiplayerRoom.ActiveCountdowns.Clear(); raiseRoomUpdated(); } private void changeUserState(int userId, MultiplayerUserState newState) { multiplayerRoom.Users.Single(u => u.UserID == userId).State = newState; raiseRoomUpdated(); } private void addUser(APIUser user, bool asHost = false) { var multiplayerRoomUser = new MultiplayerRoomUser(user.Id) { User = user }; multiplayerRoom.Users.Add(multiplayerRoomUser); if (asHost) transferHost(multiplayerRoomUser); raiseRoomUpdated(); } private void transferHost(MultiplayerRoomUser user) { multiplayerRoom.Host = user; raiseRoomUpdated(); } private void changeRoomSettings(MultiplayerRoomSettings settings) { multiplayerRoom.Settings = settings; // Changing settings should reset all user ready statuses. foreach (var user in multiplayerRoom.Users) { if (user.State == MultiplayerUserState.Ready) user.State = MultiplayerUserState.Idle; } raiseRoomUpdated(); } private void raiseRoomUpdated() => multiplayerClient.Raise(m => m.RoomUpdated -= null); } }