// 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.Collections.Generic; using System.Linq; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Extensions; using osu.Framework.Extensions.ObjectExtensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Testing; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.Online.API; using osu.Game.Online.API.Requests.Responses; using osu.Game.Online.Multiplayer; using osu.Game.Online.Multiplayer.MatchTypes.TeamVersus; using osu.Game.Rulesets.Osu.Mods; using osu.Game.Rulesets.UI; using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate; using osu.Game.Screens.Play; using osu.Game.Screens.Play.HUD; using osu.Game.Screens.Play.PlayerSettings; using osu.Game.Storyboards; using osu.Game.Tests.Beatmaps.IO; using osuTK; using osuTK.Graphics; namespace osu.Game.Tests.Visual.Multiplayer { public class TestSceneMultiSpectatorScreen : MultiplayerTestScene { [Resolved] private OsuGameBase game { get; set; } = null!; [Resolved] private OsuConfigManager config { get; set; } = null!; [Resolved] private BeatmapManager beatmapManager { get; set; } = null!; private MultiSpectatorScreen spectatorScreen = null!; private readonly List playingUsers = new List(); private BeatmapSetInfo importedSet = null!; private BeatmapInfo importedBeatmap = null!; private int importedBeatmapId; [BackgroundDependencyLoader] private void load() { importedSet = BeatmapImportHelper.LoadOszIntoOsu(game, virtualTrack: true).GetResultSafely(); importedBeatmap = importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0); importedBeatmapId = importedBeatmap.OnlineID; } public override void SetUpSteps() { base.SetUpSteps(); AddStep("clear playing users", () => playingUsers.Clear()); } [Test] public void TestDelayedStart() { AddStep("start players silently", () => { OnlinePlayDependencies.MultiplayerClient.AddUser(new APIUser { Id = PLAYER_1_ID }, true); OnlinePlayDependencies.MultiplayerClient.AddUser(new APIUser { Id = PLAYER_2_ID }, true); playingUsers.Add(new MultiplayerRoomUser(PLAYER_1_ID)); playingUsers.Add(new MultiplayerRoomUser(PLAYER_2_ID)); }); loadSpectateScreen(false); AddWaitStep("wait a bit", 10); AddStep("load player first_player_id", () => SpectatorClient.SendStartPlay(PLAYER_1_ID, importedBeatmapId)); AddUntilStep("one player added", () => spectatorScreen.ChildrenOfType().Count() == 1); AddWaitStep("wait a bit", 10); AddStep("load player second_player_id", () => SpectatorClient.SendStartPlay(PLAYER_2_ID, importedBeatmapId)); AddUntilStep("two players added", () => spectatorScreen.ChildrenOfType().Count() == 2); } [Test] public void TestGeneral() { int[] userIds = getPlayerIds(4); start(userIds); loadSpectateScreen(); sendFrames(userIds, 1000); AddWaitStep("wait a bit", 20); } [Test] public void TestSpectatorPlayerInteractiveElementsHidden() { HUDVisibilityMode originalConfigValue = default; AddStep("get original config hud visibility", () => originalConfigValue = config.Get(OsuSetting.HUDVisibilityMode)); AddStep("set config hud visibility to always", () => config.SetValue(OsuSetting.HUDVisibilityMode, HUDVisibilityMode.Always)); start(new[] { PLAYER_1_ID, PLAYER_2_ID }); loadSpectateScreen(false); AddUntilStep("wait for player loaders", () => this.ChildrenOfType().Count() == 2); AddAssert("all player loader settings hidden", () => this.ChildrenOfType().All(l => !l.ChildrenOfType>().Any())); AddUntilStep("wait for players to load", () => spectatorScreen.AllPlayersLoaded); // components wrapped in skinnable target containers load asynchronously, potentially taking more than one frame to load. // therefore use until step rather than direct assert to account for that. AddUntilStep("all interactive elements removed", () => this.ChildrenOfType().All(p => !p.ChildrenOfType().Any() && !p.ChildrenOfType().Any() && p.ChildrenOfType().SingleOrDefault()?.ShowHandle == false)); AddStep("restore config hud visibility", () => config.SetValue(OsuSetting.HUDVisibilityMode, originalConfigValue)); } [Test] public void TestTeamDisplay() { AddStep("start players", () => { var player1 = OnlinePlayDependencies.MultiplayerClient.AddUser(new APIUser { Id = PLAYER_1_ID }, true); player1.MatchState = new TeamVersusUserState { TeamID = 0, }; var player2 = OnlinePlayDependencies.MultiplayerClient.AddUser(new APIUser { Id = PLAYER_2_ID }, true); player2.MatchState = new TeamVersusUserState { TeamID = 1, }; SpectatorClient.SendStartPlay(player1.UserID, importedBeatmapId); SpectatorClient.SendStartPlay(player2.UserID, importedBeatmapId); playingUsers.Add(player1); playingUsers.Add(player2); }); loadSpectateScreen(); sendFrames(PLAYER_1_ID, 1000); sendFrames(PLAYER_2_ID, 1000); AddWaitStep("wait a bit", 20); } [Test] public void TestTimeDoesNotProgressWhileAllPlayersPaused() { start(new[] { PLAYER_1_ID, PLAYER_2_ID }); loadSpectateScreen(); sendFrames(PLAYER_1_ID, 40); sendFrames(PLAYER_2_ID, 20); waitUntilPaused(PLAYER_2_ID); checkRunningInstant(PLAYER_1_ID); AddAssert("master clock still running", () => this.ChildrenOfType().Single().IsRunning); waitUntilPaused(PLAYER_1_ID); AddUntilStep("master clock paused", () => !this.ChildrenOfType().Single().IsRunning); } [Test] public void TestPlayersMustStartSimultaneously() { start(new[] { PLAYER_1_ID, PLAYER_2_ID }); loadSpectateScreen(); // Send frames for one player only, both should remain paused. sendFrames(PLAYER_1_ID, 20); checkPausedInstant(PLAYER_1_ID); checkPausedInstant(PLAYER_2_ID); // Send frames for the other player, both should now start playing. sendFrames(PLAYER_2_ID, 20); checkRunningInstant(PLAYER_1_ID); checkRunningInstant(PLAYER_2_ID); } [Test] public void TestPlayersDoNotStartSimultaneouslyIfBufferingForMaximumStartDelay() { start(new[] { PLAYER_1_ID, PLAYER_2_ID }); loadSpectateScreen(); // Send frames for one player only, both should remain paused. sendFrames(PLAYER_1_ID, 1000); checkPausedInstant(PLAYER_1_ID); checkPausedInstant(PLAYER_2_ID); // Wait for the start delay seconds... AddWaitStep("wait maximum start delay seconds", (int)(SpectatorSyncManager.MAXIMUM_START_DELAY / TimePerAction)); // Player 1 should start playing by itself, player 2 should remain paused. checkRunningInstant(PLAYER_1_ID); checkPausedInstant(PLAYER_2_ID); } [Test] public void TestPlayersContinueWhileOthersBuffer() { start(new[] { PLAYER_1_ID, PLAYER_2_ID }); loadSpectateScreen(); // Send initial frames for both players. A few more for player 1. sendFrames(PLAYER_1_ID, 20); sendFrames(PLAYER_2_ID); checkRunningInstant(PLAYER_1_ID); checkRunningInstant(PLAYER_2_ID); // Eventually player 2 will pause, player 1 must remain running. waitUntilPaused(PLAYER_2_ID); checkRunningInstant(PLAYER_1_ID); // Eventually both players will run out of frames and should pause. waitUntilPaused(PLAYER_1_ID); checkPausedInstant(PLAYER_2_ID); // Send more frames for the first player only. Player 1 should start playing with player 2 remaining paused. sendFrames(PLAYER_1_ID, 20); checkPausedInstant(PLAYER_2_ID); checkRunningInstant(PLAYER_1_ID); // Send more frames for the second player. Both should be playing sendFrames(PLAYER_2_ID, 20); checkRunningInstant(PLAYER_2_ID); checkRunningInstant(PLAYER_1_ID); } [Test] public void TestPlayersCatchUpAfterFallingBehind() { start(new[] { PLAYER_1_ID, PLAYER_2_ID }); loadSpectateScreen(); // Send initial frames for both players. A few more for player 1. sendFrames(PLAYER_1_ID, 1000); sendFrames(PLAYER_2_ID, 30); checkRunningInstant(PLAYER_1_ID); checkRunningInstant(PLAYER_2_ID); // Eventually player 2 will run out of frames and should pause. waitUntilPaused(PLAYER_2_ID); AddWaitStep("wait a few more frames", 10); // Send more frames for player 2. It should unpause. sendFrames(PLAYER_2_ID, 1000); checkRunningInstant(PLAYER_2_ID); // Player 2 should catch up to player 1 after unpausing. waitForCatchup(PLAYER_2_ID); AddWaitStep("wait a bit", 10); } [Test] public void TestMostInSyncUserIsAudioSource() { start(new[] { PLAYER_1_ID, PLAYER_2_ID }); loadSpectateScreen(); // With no frames, the synchronisation state will be TooFarAhead. // In this state, all players should be muted. assertMuted(PLAYER_1_ID, true); assertMuted(PLAYER_2_ID, true); // Send frames for both players, with more frames for player 2. sendFrames(PLAYER_1_ID, 5); sendFrames(PLAYER_2_ID, 20); // While both players are running, one of them should be un-muted. waitUntilRunning(PLAYER_1_ID); assertOnePlayerNotMuted(); // After player 1 runs out of frames, the un-muted player should always be player 2. waitUntilPaused(PLAYER_1_ID); waitUntilRunning(PLAYER_2_ID); assertMuted(PLAYER_1_ID, true); assertMuted(PLAYER_2_ID, false); sendFrames(PLAYER_1_ID, 100); waitForCatchup(PLAYER_1_ID); waitUntilPaused(PLAYER_2_ID); assertMuted(PLAYER_1_ID, false); assertMuted(PLAYER_2_ID, true); sendFrames(PLAYER_2_ID, 100); waitForCatchup(PLAYER_2_ID); assertMuted(PLAYER_1_ID, false); assertMuted(PLAYER_2_ID, true); } [Test] public void TestSpectatingDuringGameplay() { int[] players = { PLAYER_1_ID, PLAYER_2_ID }; start(players); sendFrames(players, 300); loadSpectateScreen(); sendFrames(players, 300); AddUntilStep("playing from correct point in time", () => this.ChildrenOfType().All(r => r.FrameStableClock.CurrentTime > 30000)); } [Test] public void TestSpectatingDuringGameplayWithLateFrames() { start(new[] { PLAYER_1_ID, PLAYER_2_ID }); sendFrames(new[] { PLAYER_1_ID, PLAYER_2_ID }, 300); loadSpectateScreen(); sendFrames(PLAYER_1_ID, 300); AddWaitStep("wait maximum start delay seconds", (int)(SpectatorSyncManager.MAXIMUM_START_DELAY / TimePerAction)); waitUntilRunning(PLAYER_1_ID); sendFrames(PLAYER_2_ID, 300); AddUntilStep("player 2 playing from correct point in time", () => getPlayer(PLAYER_2_ID).ChildrenOfType().Single().FrameStableClock.CurrentTime > 30000); } [Test] public void TestGameplayRateAdjust() { start(getPlayerIds(4), mods: new[] { new APIMod(new OsuModDoubleTime()) }); loadSpectateScreen(); sendFrames(getPlayerIds(4), 300); AddUntilStep("wait for correct track speed", () => Beatmap.Value.Track.Rate, () => Is.EqualTo(1.5)); } [Test] public void TestPlayersLeaveWhileSpectating() { start(getPlayerIds(4)); sendFrames(getPlayerIds(4), 300); loadSpectateScreen(); for (int count = 3; count >= 0; count--) { int id = PLAYER_1_ID + count; end(id); AddUntilStep($"{id} area grayed", () => getInstance(id).Colour != Color4.White); AddUntilStep($"{id} score quit set", () => getLeaderboardScore(id).HasQuit.Value); sendFrames(getPlayerIds(count), 300); } Player? player = null; AddStep($"get {PLAYER_1_ID} player instance", () => player = getInstance(PLAYER_1_ID).ChildrenOfType().Single()); start(new[] { PLAYER_1_ID }); sendFrames(PLAYER_1_ID, 300); AddAssert($"{PLAYER_1_ID} player instance still same", () => getInstance(PLAYER_1_ID).ChildrenOfType().Single() == player); AddAssert($"{PLAYER_1_ID} area still grayed", () => getInstance(PLAYER_1_ID).Colour != Color4.White); AddAssert($"{PLAYER_1_ID} score quit still set", () => getLeaderboardScore(PLAYER_1_ID).HasQuit.Value); } /// /// Tests spectating with a beatmap that has a high value. /// /// This test is not intended not to check the correct initial time value, but only to guard against /// gameplay potentially getting stuck in a stopped state due to lead in time being present. /// [Test] public void TestAudioLeadIn() => testLeadIn(b => b.BeatmapInfo.AudioLeadIn = 2000); /// /// Tests spectating with a beatmap that has a storyboard element with a negative start time (i.e. intro storyboard element). /// /// This test is not intended not to check the correct initial time value, but only to guard against /// gameplay potentially getting stuck in a stopped state due to lead in time being present. /// [Test] public void TestIntroStoryboardElement() => testLeadIn(b => { var sprite = new StoryboardSprite("unknown", Anchor.TopLeft, Vector2.Zero); sprite.TimelineGroup.Alpha.Add(Easing.None, -2000, 0, 0, 1); b.Storyboard.GetLayer("Background").Add(sprite); }); private void testLeadIn(Action? applyToBeatmap = null) { start(PLAYER_1_ID); loadSpectateScreen(false, applyToBeatmap); // to ensure negative gameplay start time does not affect spectator, send frames exactly after StartGameplay(). // (similar to real spectating sessions in which the first frames get sent between StartGameplay() and player load complete) AddStep("send frames at gameplay start", () => getInstance(PLAYER_1_ID).OnGameplayStarted += () => SpectatorClient.SendFramesFromUser(PLAYER_1_ID, 100)); AddUntilStep("wait for player load", () => spectatorScreen.AllPlayersLoaded); AddUntilStep("wait for clock running", () => getInstance(PLAYER_1_ID).SpectatorPlayerClock.IsRunning); assertNotCatchingUp(PLAYER_1_ID); waitUntilRunning(PLAYER_1_ID); } private void loadSpectateScreen(bool waitForPlayerLoad = true, Action? applyToBeatmap = null) { AddStep("load screen", () => { Beatmap.Value = beatmapManager.GetWorkingBeatmap(importedBeatmap); Ruleset.Value = importedBeatmap.Ruleset; applyToBeatmap?.Invoke(Beatmap.Value); LoadScreen(spectatorScreen = new MultiSpectatorScreen(SelectedRoom.Value, playingUsers.ToArray())); }); AddUntilStep("wait for screen load", () => spectatorScreen.LoadState == LoadState.Loaded && (!waitForPlayerLoad || spectatorScreen.AllPlayersLoaded)); } private void start(int userId, int? beatmapId = null) => start(new[] { userId }, beatmapId); private void start(int[] userIds, int? beatmapId = null, APIMod[]? mods = null) { AddStep("start play", () => { foreach (int id in userIds) { var user = new MultiplayerRoomUser(id) { User = new APIUser { Id = id }, Mods = mods ?? Array.Empty(), }; OnlinePlayDependencies.MultiplayerClient.AddUser(user, true); SpectatorClient.SendStartPlay(id, beatmapId ?? importedBeatmapId, mods); playingUsers.Add(user); } }); } private void end(int userId) { AddStep($"end play for {userId}", () => { var user = playingUsers.Single(u => u.UserID == userId); SpectatorClient.SendEndPlay(userId); OnlinePlayDependencies.MultiplayerClient.RemoveUser(user.User.AsNonNull()); playingUsers.Remove(user); }); } /// /// Send new frames on behalf of a user. /// Frames will last for count * 100 milliseconds. /// private void sendFrames(int userId, int count = 10) => sendFrames(new[] { userId }, count); private void sendFrames(int[] userIds, int count = 10) { AddStep("send frames", () => { foreach (int id in userIds) SpectatorClient.SendFramesFromUser(id, count); }); } private void checkRunningInstant(int userId) { waitUntilRunning(userId); // Todo: The following should work, but is broken because SpectatorScreen retrieves the WorkingBeatmap via the BeatmapManager, bypassing the test scene clock and running real-time. // AddAssert($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType().First().GameplayClock.IsRunning != state); } private void checkPausedInstant(int userId) { waitUntilPaused(userId); // Todo: The following should work, but is broken because SpectatorScreen retrieves the WorkingBeatmap via the BeatmapManager, bypassing the test scene clock and running real-time. // AddAssert($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType().First().GameplayClock.IsRunning != state); } private void assertOnePlayerNotMuted() => AddAssert(nameof(assertOnePlayerNotMuted), () => spectatorScreen.ChildrenOfType().Count(p => !p.Mute) == 1); private void assertMuted(int userId, bool muted) => AddAssert($"{nameof(assertMuted)}({userId}, {muted})", () => getInstance(userId).Mute == muted); private void assertRunning(int userId) => AddAssert($"{nameof(assertRunning)}({userId})", () => getInstance(userId).SpectatorPlayerClock.IsRunning); private void waitUntilPaused(int userId) => AddUntilStep($"{nameof(waitUntilPaused)}({userId})", () => !getPlayer(userId).ChildrenOfType().First().IsRunning); private void waitUntilRunning(int userId) => AddUntilStep($"{nameof(waitUntilRunning)}({userId})", () => getPlayer(userId).ChildrenOfType().First().IsRunning); private void assertNotCatchingUp(int userId) => AddAssert($"{nameof(assertNotCatchingUp)}({userId})", () => !getInstance(userId).SpectatorPlayerClock.IsCatchingUp); private void waitForCatchup(int userId) => AddUntilStep($"{nameof(waitForCatchup)}({userId})", () => !getInstance(userId).SpectatorPlayerClock.IsCatchingUp); private Player getPlayer(int userId) => getInstance(userId).ChildrenOfType().Single(); private PlayerArea getInstance(int userId) => spectatorScreen.ChildrenOfType().Single(p => p.UserId == userId); private GameplayLeaderboardScore getLeaderboardScore(int userId) => spectatorScreen.ChildrenOfType().Single(s => s.User?.Id == userId); private int[] getPlayerIds(int count) => Enumerable.Range(PLAYER_1_ID, count).ToArray(); } }