// 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 Humanizer; using NUnit.Framework; using osu.Framework.Extensions.ObjectExtensions; using osu.Framework.Testing; using osu.Game.Online.API.Requests.Responses; using osu.Game.Online.Multiplayer; using osu.Game.Online.Rooms; using osu.Game.Tests.Visual.Multiplayer; namespace osu.Game.Tests.NonVisual.Multiplayer { [HeadlessTest] public partial class StatefulMultiplayerClientTest : MultiplayerTestScene { [Test] public void TestUserAddedOnJoin() { var user = new APIUser { Id = 33 }; AddRepeatStep("add user multiple times", () => MultiplayerClient.AddUser(user), 3); AddUntilStep("room has 2 users", () => MultiplayerClient.ClientRoom?.Users.Count == 2); } [Test] public void TestUserRemovedOnLeave() { var user = new APIUser { Id = 44 }; AddStep("add user", () => MultiplayerClient.AddUser(user)); AddUntilStep("room has 2 users", () => MultiplayerClient.ClientRoom?.Users.Count == 2); AddStep("remove user", () => MultiplayerClient.RemoveUser(user)); AddUntilStep("room has 1 user", () => MultiplayerClient.ClientRoom?.Users.Count == 1); } [Test] public void TestPlayingUserTracking() { int id = 2000; AddRepeatStep("add some users", () => MultiplayerClient.AddUser(new APIUser { Id = id++ }), 5); checkPlayingUserCount(0); changeState(3, MultiplayerUserState.WaitingForLoad); checkPlayingUserCount(3); changeState(3, MultiplayerUserState.Playing); checkPlayingUserCount(3); changeState(3, MultiplayerUserState.Results); checkPlayingUserCount(0); changeState(6, MultiplayerUserState.WaitingForLoad); checkPlayingUserCount(6); AddStep("another user left", () => MultiplayerClient.RemoveUser((MultiplayerClient.ServerRoom?.Users.Last().User).AsNonNull())); checkPlayingUserCount(5); AddStep("leave room", () => MultiplayerClient.LeaveRoom()); checkPlayingUserCount(0); } [Test] public void TestPlayingUsersUpdatedOnJoin() { AddStep("leave room", () => MultiplayerClient.LeaveRoom()); AddUntilStep("wait for room part", () => !RoomJoined); AddStep("create room initially in gameplay", () => { var newRoom = new Room(); newRoom.CopyFrom(SelectedRoom.Value); newRoom.RoomID.Value = null; MultiplayerClient.RoomSetupAction = room => { room.State = MultiplayerRoomState.Playing; room.Users.Add(new MultiplayerRoomUser(PLAYER_1_ID) { User = new APIUser { Id = PLAYER_1_ID }, State = MultiplayerUserState.Playing }); }; RoomManager.CreateRoom(newRoom); }); AddUntilStep("wait for room join", () => RoomJoined); checkPlayingUserCount(1); } private void checkPlayingUserCount(int expectedCount) => AddAssert($"{"user".ToQuantity(expectedCount)} playing", () => MultiplayerClient.CurrentMatchPlayingUserIds.Count == expectedCount); private void changeState(int userCount, MultiplayerUserState state) => AddStep($"{"user".ToQuantity(userCount)} in {state}", () => { for (int i = 0; i < userCount; ++i) { int userId = MultiplayerClient.ServerRoom?.Users[i].UserID ?? throw new AssertionException("Room cannot be null!"); MultiplayerClient.ChangeUserState(userId, state); } }); } }