// 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 osu.Game.Beatmaps; using osu.Game.Online.API.Requests.Responses; using osu.Game.Online.Rooms; using osu.Game.Rulesets; using osu.Game.Screens.OnlinePlay.Components; namespace osu.Game.Tests.Visual.OnlinePlay { /// /// A very simple for use in online play test scenes. /// public class TestRoomManager : RoomManager { public Action JoinRoomRequested; private int currentRoomId; public override void JoinRoom(Room room, string password = null, Action onSuccess = null, Action onError = null) { JoinRoomRequested?.Invoke(room, password); base.JoinRoom(room, password, onSuccess, onError); } public void AddRooms(int count, RulesetInfo ruleset = null, bool withPassword = false) { for (int i = 0; i < count; i++) { var room = new Room { RoomID = { Value = -currentRoomId }, Name = { Value = $@"Room {currentRoomId}" }, Host = { Value = new APIUser { Username = @"Host" } }, EndDate = { Value = DateTimeOffset.Now + TimeSpan.FromSeconds(10) }, Category = { Value = i % 2 == 0 ? RoomCategory.Spotlight : RoomCategory.Normal }, }; if (withPassword) room.Password.Value = @"password"; if (ruleset != null) { room.Playlist.Add(new PlaylistItem { Ruleset = { Value = ruleset }, Beatmap = { Value = new BeatmapInfo { Metadata = new BeatmapMetadata() } } }); } CreateRoom(room); currentRoomId++; } } } }