// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using System.Linq; using System.Threading; using System.Threading.Tasks; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Testing; using osu.Framework.Utils; using osu.Game.Beatmaps; using osu.Game.Database; using osu.Game.Online; using osu.Game.Online.Spectator; using osu.Game.Replays.Legacy; using osu.Game.Scoring; using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate; using osu.Game.Screens.Play; using osu.Game.Tests.Beatmaps.IO; using osu.Game.Users; namespace osu.Game.Tests.Visual.Multiplayer { public class TestSceneMultiSpectatorScreen : MultiplayerTestScene { [Cached(typeof(SpectatorStreamingClient))] private TestSpectatorStreamingClient streamingClient = new TestSpectatorStreamingClient(); [Cached(typeof(UserLookupCache))] private UserLookupCache lookupCache = new TestUserLookupCache(); [Resolved] private OsuGameBase game { get; set; } [Resolved] private BeatmapManager beatmapManager { get; set; } private MultiSpectatorScreen spectatorScreen; private readonly List playingUserIds = new List(); private readonly Dictionary nextFrame = new Dictionary(); private BeatmapSetInfo importedSet; private BeatmapInfo importedBeatmap; private int importedBeatmapId; [BackgroundDependencyLoader] private void load() { importedSet = ImportBeatmapTest.LoadOszIntoOsu(game, virtualTrack: true).Result; importedBeatmap = importedSet.Beatmaps.First(b => b.RulesetID == 0); importedBeatmapId = importedBeatmap.OnlineBeatmapID ?? -1; } public override void SetUpSteps() { base.SetUpSteps(); AddStep("reset sent frames", () => nextFrame.Clear()); AddStep("add streaming client", () => { Remove(streamingClient); Add(streamingClient); }); AddStep("finish previous gameplay", () => { foreach (var id in playingUserIds) streamingClient.EndPlay(id, importedBeatmapId); playingUserIds.Clear(); }); } [Test] public void TestDelayedStart() { AddStep("start players silently", () => { Client.CurrentMatchPlayingUserIds.Add(PLAYER_1_ID); Client.CurrentMatchPlayingUserIds.Add(PLAYER_2_ID); playingUserIds.Add(PLAYER_1_ID); playingUserIds.Add(PLAYER_2_ID); nextFrame[PLAYER_1_ID] = 0; nextFrame[PLAYER_2_ID] = 0; }); loadSpectateScreen(false); AddWaitStep("wait a bit", 10); AddStep("load player first_player_id", () => streamingClient.StartPlay(PLAYER_1_ID, importedBeatmapId)); AddUntilStep("one player added", () => spectatorScreen.ChildrenOfType().Count() == 1); AddWaitStep("wait a bit", 10); AddStep("load player second_player_id", () => streamingClient.StartPlay(PLAYER_2_ID, importedBeatmapId)); AddUntilStep("two players added", () => spectatorScreen.ChildrenOfType().Count() == 2); } [Test] public void TestGeneral() { int[] userIds = Enumerable.Range(0, 4).Select(i => PLAYER_1_ID + i).ToArray(); start(userIds); loadSpectateScreen(); sendFrames(userIds, 1000); AddWaitStep("wait a bit", 20); } [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, true); checkPausedInstant(PLAYER_2_ID, true); // Send frames for the other player, both should now start playing. sendFrames(PLAYER_2_ID, 20); checkPausedInstant(PLAYER_1_ID, false); checkPausedInstant(PLAYER_2_ID, false); } [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, true); checkPausedInstant(PLAYER_2_ID, true); // Wait for the start delay seconds... AddWaitStep("wait maximum start delay seconds", (int)(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction)); // Player 1 should start playing by itself, player 2 should remain paused. checkPausedInstant(PLAYER_1_ID, false); checkPausedInstant(PLAYER_2_ID, true); } [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, 10); checkPausedInstant(PLAYER_1_ID, false); checkPausedInstant(PLAYER_2_ID, false); // Eventually player 2 will pause, player 1 must remain running. checkPaused(PLAYER_2_ID, true); checkPausedInstant(PLAYER_1_ID, false); // Eventually both players will run out of frames and should pause. checkPaused(PLAYER_1_ID, true); checkPausedInstant(PLAYER_2_ID, true); // 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, true); checkPausedInstant(PLAYER_1_ID, false); // Send more frames for the second player. Both should be playing sendFrames(PLAYER_2_ID, 20); checkPausedInstant(PLAYER_2_ID, false); checkPausedInstant(PLAYER_1_ID, false); } [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, 10); checkPausedInstant(PLAYER_1_ID, false); checkPausedInstant(PLAYER_2_ID, false); // Eventually player 2 will run out of frames and should pause. checkPaused(PLAYER_2_ID, true); AddWaitStep("wait a few more frames", 10); // Send more frames for player 2. It should unpause. sendFrames(PLAYER_2_ID, 1000); checkPausedInstant(PLAYER_2_ID, false); // 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(); assertMuted(PLAYER_1_ID, true); assertMuted(PLAYER_2_ID, true); sendFrames(PLAYER_1_ID, 10); sendFrames(PLAYER_2_ID, 20); assertMuted(PLAYER_1_ID, false); assertMuted(PLAYER_2_ID, true); checkPaused(PLAYER_1_ID, true); assertMuted(PLAYER_1_ID, true); assertMuted(PLAYER_2_ID, false); sendFrames(PLAYER_1_ID, 100); waitForCatchup(PLAYER_1_ID); checkPaused(PLAYER_2_ID, true); 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); } private void loadSpectateScreen(bool waitForPlayerLoad = true) { AddStep("load screen", () => { Beatmap.Value = beatmapManager.GetWorkingBeatmap(importedBeatmap); Ruleset.Value = importedBeatmap.Ruleset; LoadScreen(spectatorScreen = new MultiSpectatorScreen(playingUserIds.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) { AddStep("start play", () => { foreach (int id in userIds) { Client.CurrentMatchPlayingUserIds.Add(id); streamingClient.StartPlay(id, beatmapId ?? importedBeatmapId); playingUserIds.Add(id); nextFrame[id] = 0; } }); } private void finish(int userId, int? beatmapId = null) { AddStep("end play", () => { streamingClient.EndPlay(userId, beatmapId ?? importedBeatmapId); playingUserIds.Remove(userId); nextFrame.Remove(userId); }); } 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) { streamingClient.SendFrames(id, nextFrame[id], count); nextFrame[id] += count; } }); } private void checkPaused(int userId, bool state) => AddUntilStep($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType().First().GameplayClock.IsRunning != state); private void checkPausedInstant(int userId, bool state) => AddAssert($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType().First().GameplayClock.IsRunning != state); private void assertMuted(int userId, bool muted) => AddAssert($"{userId} {(muted ? "is" : "is not")} muted", () => getInstance(userId).Mute == muted); private void waitForCatchup(int userId) => AddUntilStep($"{userId} not catching up", () => !getInstance(userId).GameplayClock.IsCatchingUp); private Player getPlayer(int userId) => getInstance(userId).ChildrenOfType().Single(); private PlayerArea getInstance(int userId) => spectatorScreen.ChildrenOfType().Single(p => p.UserId == userId); public class TestSpectatorStreamingClient : SpectatorStreamingClient { private readonly Dictionary userBeatmapDictionary = new Dictionary(); private readonly Dictionary userSentStateDictionary = new Dictionary(); public TestSpectatorStreamingClient() : base(new DevelopmentEndpointConfiguration()) { } public void StartPlay(int userId, int beatmapId) { userBeatmapDictionary[userId] = beatmapId; userSentStateDictionary[userId] = false; sendState(userId, beatmapId); } public void EndPlay(int userId, int beatmapId) { ((ISpectatorClient)this).UserFinishedPlaying(userId, new SpectatorState { BeatmapID = beatmapId, RulesetID = 0, }); userSentStateDictionary[userId] = false; } public void SendFrames(int userId, int index, int count) { var frames = new List(); for (int i = index; i < index + count; i++) { var buttonState = i == index + count - 1 ? ReplayButtonState.None : ReplayButtonState.Left1; frames.Add(new LegacyReplayFrame(i * 100, RNG.Next(0, 512), RNG.Next(0, 512), buttonState)); } var bundle = new FrameDataBundle(new ScoreInfo { Combo = index + count }, frames); ((ISpectatorClient)this).UserSentFrames(userId, bundle); if (!userSentStateDictionary[userId]) sendState(userId, userBeatmapDictionary[userId]); } public override void WatchUser(int userId) { if (!PlayingUsers.Contains(userId) && userSentStateDictionary.TryGetValue(userId, out var sent) && sent) { // usually the server would do this. sendState(userId, userBeatmapDictionary[userId]); } base.WatchUser(userId); } private void sendState(int userId, int beatmapId) { ((ISpectatorClient)this).UserBeganPlaying(userId, new SpectatorState { BeatmapID = beatmapId, RulesetID = 0, }); userSentStateDictionary[userId] = true; } } internal class TestUserLookupCache : UserLookupCache { protected override Task ComputeValueAsync(int lookup, CancellationToken token = default) { return Task.FromResult(new User { Id = lookup, Username = $"User {lookup}" }); } } } }