// 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 osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Game.Online.API; using osu.Game.Online.API.Requests; using osu.Game.Online.Rooms; using osu.Game.Rulesets.Scoring; using osu.Game.Scoring; using osu.Game.Screens.OnlinePlay.Components; using osu.Game.Screens.OnlinePlay.Lounge.Components; using osu.Game.Screens.OnlinePlay.Multiplayer; namespace osu.Game.Tests.Visual.Multiplayer { /// /// A for use in multiplayer test scenes. Should generally not be used by itself outside of a . /// /// /// This implementation will pretend to be a server, handling room retrieval and manipulation requests /// and returning a roughly expected state, without the need for a server to be running. /// public class TestRequestHandlingMultiplayerRoomManager : MultiplayerRoomManager { [Resolved] private IAPIProvider api { get; set; } [Resolved] private OsuGameBase game { get; set; } [Cached] public readonly Bindable Filter = new Bindable(new FilterCriteria()); public new readonly List Rooms = new List(); private int currentRoomId; private int currentPlaylistItemId; [BackgroundDependencyLoader] private void load() { int currentScoreId = 0; // Handling here is pretending to be a server, while also updating the local state to match // how the server would eventually respond and update the RoomManager. ((DummyAPIAccess)api).HandleRequest = req => { switch (req) { case CreateRoomRequest createRoomRequest: var apiRoom = new Room(); apiRoom.CopyFrom(createRoomRequest.Room); // Passwords are explicitly not copied between rooms. apiRoom.HasPassword.Value = !string.IsNullOrEmpty(createRoomRequest.Room.Password.Value); apiRoom.Password.Value = createRoomRequest.Room.Password.Value; AddRoom(apiRoom); var responseRoom = new APICreatedRoom(); responseRoom.CopyFrom(createResponseRoom(apiRoom, false)); createRoomRequest.TriggerSuccess(responseRoom); return true; case JoinRoomRequest joinRoomRequest: { var room = Rooms.Single(r => r.RoomID.Value == joinRoomRequest.Room.RoomID.Value); if (joinRoomRequest.Password != room.Password.Value) { joinRoomRequest.TriggerFailure(new InvalidOperationException("Invalid password.")); return true; } joinRoomRequest.TriggerSuccess(); return true; } case PartRoomRequest partRoomRequest: partRoomRequest.TriggerSuccess(); return true; case GetRoomsRequest getRoomsRequest: var roomsWithoutParticipants = new List(); foreach (var r in Rooms) roomsWithoutParticipants.Add(createResponseRoom(r, false)); getRoomsRequest.TriggerSuccess(roomsWithoutParticipants); return true; case GetRoomRequest getRoomRequest: getRoomRequest.TriggerSuccess(createResponseRoom(Rooms.Single(r => r.RoomID.Value == getRoomRequest.RoomId), true)); return true; case GetBeatmapSetRequest getBeatmapSetRequest: var onlineReq = new GetBeatmapSetRequest(getBeatmapSetRequest.ID, getBeatmapSetRequest.Type); onlineReq.Success += res => getBeatmapSetRequest.TriggerSuccess(res); onlineReq.Failure += e => getBeatmapSetRequest.TriggerFailure(e); // Get the online API from the game's dependencies. game.Dependencies.Get().Queue(onlineReq); return true; case CreateRoomScoreRequest createRoomScoreRequest: createRoomScoreRequest.TriggerSuccess(new APIScoreToken { ID = 1 }); return true; case SubmitRoomScoreRequest submitRoomScoreRequest: submitRoomScoreRequest.TriggerSuccess(new MultiplayerScore { ID = currentScoreId++, Accuracy = 1, EndedAt = DateTimeOffset.Now, Passed = true, Rank = ScoreRank.S, MaxCombo = 1000, TotalScore = 1000000, User = api.LocalUser.Value, Statistics = new Dictionary() }); return true; } return false; }; } public void AddRoom(Room room) { room.RoomID.Value ??= currentRoomId++; for (int i = 0; i < room.Playlist.Count; i++) room.Playlist[i].ID = currentPlaylistItemId++; Rooms.Add(room); } public new void RemoveRoom(Room room) => base.RemoveRoom(room); private Room createResponseRoom(Room room, bool withParticipants) { var responseRoom = new Room(); responseRoom.CopyFrom(room); responseRoom.Password.Value = null; if (!withParticipants) responseRoom.RecentParticipants.Clear(); return responseRoom; } public new void ClearRooms() => base.ClearRooms(); public new void Schedule(Action action) => base.Schedule(action); } }