// 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.Diagnostics; using System.Linq; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.UserInterface; using osu.Framework.Input; using osu.Framework.Platform; using osu.Framework.Screens; using osu.Framework.Testing; using osu.Framework.Utils; using osu.Game.Beatmaps; using osu.Game.Database; using osu.Game.Graphics.UserInterface; using osu.Game.Online.API.Requests.Responses; using osu.Game.Online.Multiplayer; using osu.Game.Online.Rooms; using osu.Game.Overlays.Mods; using osu.Game.Rulesets; using osu.Game.Rulesets.Osu; using osu.Game.Rulesets.Osu.Mods; using osu.Game.Screens.OnlinePlay.Components; using osu.Game.Screens.OnlinePlay.Lounge; using osu.Game.Screens.OnlinePlay.Lounge.Components; using osu.Game.Screens.OnlinePlay.Match; using osu.Game.Screens.OnlinePlay.Multiplayer; using osu.Game.Screens.OnlinePlay.Multiplayer.Match; using osu.Game.Screens.OnlinePlay.Multiplayer.Match.Playlist; using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate; using osu.Game.Screens.Play; using osu.Game.Screens.Ranking; using osu.Game.Screens.Spectate; using osu.Game.Tests.Resources; using osuTK.Input; namespace osu.Game.Tests.Visual.Multiplayer { public class TestSceneMultiplayer : ScreenTestScene { private BeatmapManager beatmaps; private RulesetStore rulesets; private BeatmapSetInfo importedSet; private TestMultiplayerComponents multiplayerComponents; private TestMultiplayerClient client => multiplayerComponents.Client; private TestMultiplayerRoomManager roomManager => multiplayerComponents.RoomManager; [Cached(typeof(UserLookupCache))] private UserLookupCache lookupCache = new TestUserLookupCache(); [BackgroundDependencyLoader] private void load(GameHost host, AudioManager audio) { Dependencies.Cache(rulesets = new RulesetStore(ContextFactory)); Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, Resources, host, Beatmap.Default)); } public override void SetUpSteps() { base.SetUpSteps(); AddStep("import beatmap", () => { beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).Wait(); importedSet = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First(); }); AddStep("load multiplayer", () => LoadScreen(multiplayerComponents = new TestMultiplayerComponents())); AddUntilStep("wait for multiplayer to load", () => multiplayerComponents.IsLoaded); AddUntilStep("wait for lounge to load", () => this.ChildrenOfType().FirstOrDefault()?.IsLoaded == true); } [Test] public void TestEmpty() { // used to test the flow of multiplayer from visual tests. AddStep("empty step", () => { }); } [Test] public void TestLobbyEvents() { createRoom(() => new Room { Name = { Value = "Test Room" }, Playlist = { new PlaylistItem { Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo }, Ruleset = { Value = new OsuRuleset().RulesetInfo }, } } }); AddRepeatStep("random stuff happens", performRandomAction, 30); // ensure we have a handful of players so the ready-up sounds good :9 AddRepeatStep("player joins", addRandomPlayer, 5); // all ready AddUntilStep("all players ready", () => { var nextUnready = client.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle); if (nextUnready != null) client.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Ready); return client.Room?.Users.All(u => u.State == MultiplayerUserState.Ready) == true; }); AddStep("unready all players at once", () => { Debug.Assert(client.Room != null); foreach (var u in client.Room.Users) client.ChangeUserState(u.UserID, MultiplayerUserState.Idle); }); AddStep("ready all players at once", () => { Debug.Assert(client.Room != null); foreach (var u in client.Room.Users) client.ChangeUserState(u.UserID, MultiplayerUserState.Ready); }); } private void addRandomPlayer() { int randomUser = RNG.Next(200000, 500000); client.AddUser(new APIUser { Id = randomUser, Username = $"user {randomUser}" }); } private void removeLastUser() { APIUser lastUser = client.Room?.Users.Last().User; if (lastUser == null || lastUser == client.LocalUser?.User) return; client.RemoveUser(lastUser); } private void kickLastUser() { APIUser lastUser = client.Room?.Users.Last().User; if (lastUser == null || lastUser == client.LocalUser?.User) return; client.KickUser(lastUser.Id); } private void markNextPlayerReady() { var nextUnready = client.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle); if (nextUnready != null) client.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Ready); } private void markNextPlayerIdle() { var nextUnready = client.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Ready); if (nextUnready != null) client.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Idle); } private void performRandomAction() { int eventToPerform = RNG.Next(1, 6); switch (eventToPerform) { case 1: addRandomPlayer(); break; case 2: removeLastUser(); break; case 3: kickLastUser(); break; case 4: markNextPlayerReady(); break; case 5: markNextPlayerIdle(); break; } } [Test] public void TestCreateRoomViaKeyboard() { // create room dialog AddStep("Press new document", () => InputManager.Keys(PlatformAction.DocumentNew)); AddUntilStep("wait for settings", () => InputManager.ChildrenOfType().FirstOrDefault() != null); // edit playlist item AddStep("Press select", () => InputManager.Key(Key.Enter)); AddUntilStep("wait for song select", () => InputManager.ChildrenOfType().FirstOrDefault()?.BeatmapSetsLoaded == true); // select beatmap AddStep("Press select", () => InputManager.Key(Key.Enter)); AddUntilStep("wait for return to screen", () => InputManager.ChildrenOfType().FirstOrDefault() == null); // create room AddStep("Press select", () => InputManager.Key(Key.Enter)); AddUntilStep("wait for room open", () => this.ChildrenOfType().FirstOrDefault()?.IsLoaded == true); AddUntilStep("wait for join", () => client.RoomJoined); } [Test] public void TestCreateRoomWithoutPassword() { createRoom(() => new Room { Name = { Value = "Test Room" }, Playlist = { new PlaylistItem { Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo }, Ruleset = { Value = new OsuRuleset().RulesetInfo }, } } }); AddAssert("Check participant count correct", () => client.APIRoom?.ParticipantCount.Value == 1); AddAssert("Check participant list contains user", () => client.APIRoom?.RecentParticipants.Count(u => u.Id == API.LocalUser.Value.Id) == 1); } [Test] public void TestExitMidJoin() { AddStep("create room", () => { roomManager.AddServerSideRoom(new Room { Name = { Value = "Test Room" }, Playlist = { new PlaylistItem { Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo }, Ruleset = { Value = new OsuRuleset().RulesetInfo }, } } }, API.LocalUser.Value); }); AddStep("refresh rooms", () => this.ChildrenOfType().Single().UpdateFilter()); AddUntilStep("wait for room", () => this.ChildrenOfType().Any()); AddStep("select room", () => InputManager.Key(Key.Down)); AddStep("join room and immediately exit select", () => { InputManager.Key(Key.Enter); Schedule(() => Stack.CurrentScreen.Exit()); }); } [Test] public void TestJoinRoomWithoutPassword() { AddStep("create room", () => { roomManager.AddServerSideRoom(new Room { Name = { Value = "Test Room" }, Playlist = { new PlaylistItem { Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo }, Ruleset = { Value = new OsuRuleset().RulesetInfo }, } } }, API.LocalUser.Value); }); AddStep("refresh rooms", () => this.ChildrenOfType().Single().UpdateFilter()); AddUntilStep("wait for room", () => this.ChildrenOfType().Any()); AddStep("select room", () => InputManager.Key(Key.Down)); AddStep("join room", () => InputManager.Key(Key.Enter)); AddUntilStep("wait for room open", () => this.ChildrenOfType().FirstOrDefault()?.IsLoaded == true); AddUntilStep("wait for join", () => client.RoomJoined); AddAssert("Check participant count correct", () => client.APIRoom?.ParticipantCount.Value == 1); AddAssert("Check participant list contains user", () => client.APIRoom?.RecentParticipants.Count(u => u.Id == API.LocalUser.Value.Id) == 1); } [Test] public void TestCreateRoomWithPassword() { createRoom(() => new Room { Name = { Value = "Test Room" }, Password = { Value = "password" }, Playlist = { new PlaylistItem { Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo }, Ruleset = { Value = new OsuRuleset().RulesetInfo }, } } }); AddAssert("room has password", () => client.APIRoom?.Password.Value == "password"); } [Test] public void TestJoinRoomWithPassword() { AddStep("create room", () => { roomManager.AddServerSideRoom(new Room { Name = { Value = "Test Room" }, Password = { Value = "password" }, Playlist = { new PlaylistItem { Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo }, Ruleset = { Value = new OsuRuleset().RulesetInfo }, } } }, API.LocalUser.Value); }); AddStep("refresh rooms", () => this.ChildrenOfType().Single().UpdateFilter()); AddUntilStep("wait for room", () => this.ChildrenOfType().Any()); AddStep("select room", () => InputManager.Key(Key.Down)); AddStep("join room", () => InputManager.Key(Key.Enter)); DrawableLoungeRoom.PasswordEntryPopover passwordEntryPopover = null; AddUntilStep("password prompt appeared", () => (passwordEntryPopover = InputManager.ChildrenOfType().FirstOrDefault()) != null); AddStep("enter password in text box", () => passwordEntryPopover.ChildrenOfType().First().Text = "password"); AddStep("press join room button", () => passwordEntryPopover.ChildrenOfType().First().TriggerClick()); AddUntilStep("wait for room open", () => this.ChildrenOfType().FirstOrDefault()?.IsLoaded == true); AddUntilStep("wait for join", () => client.RoomJoined); } [Test] public void TestLocalPasswordUpdatedWhenMultiplayerSettingsChange() { createRoom(() => new Room { Name = { Value = "Test Room" }, Password = { Value = "password" }, Playlist = { new PlaylistItem { Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo }, Ruleset = { Value = new OsuRuleset().RulesetInfo }, } } }); AddStep("change password", () => client.ChangeSettings(password: "password2")); AddUntilStep("local password changed", () => client.APIRoom?.Password.Value == "password2"); } [Test] public void TestUserSetToIdleWhenBeatmapDeleted() { createRoom(() => new Room { Name = { Value = "Test Room" }, Playlist = { new PlaylistItem { Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo }, Ruleset = { Value = new OsuRuleset().RulesetInfo }, } } }); pressReadyButton(); AddStep("delete beatmap", () => beatmaps.Delete(importedSet)); AddUntilStep("user state is idle", () => client.LocalUser?.State == MultiplayerUserState.Idle); } [Test] public void TestPlayStartsWithCorrectBeatmapWhileAtSongSelect() { createRoom(() => new Room { Name = { Value = "Test Room" }, Playlist = { new PlaylistItem { Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo }, Ruleset = { Value = new OsuRuleset().RulesetInfo }, } } }); pressReadyButton(); AddStep("Enter song select", () => { var currentSubScreen = ((Screens.OnlinePlay.Multiplayer.Multiplayer)multiplayerComponents.CurrentScreen).CurrentSubScreen; ((MultiplayerMatchSubScreen)currentSubScreen).OpenSongSelection(client.Room?.Settings.PlaylistItemId); }); AddUntilStep("wait for song select", () => this.ChildrenOfType().FirstOrDefault()?.BeatmapSetsLoaded == true); AddAssert("Beatmap matches current item", () => Beatmap.Value.BeatmapInfo.OnlineID == client.Room?.Playlist.First().BeatmapID); AddStep("Select next beatmap", () => InputManager.Key(Key.Down)); AddUntilStep("Beatmap doesn't match current item", () => Beatmap.Value.BeatmapInfo.OnlineID != client.Room?.Playlist.First().BeatmapID); AddStep("start match externally", () => client.StartMatch()); AddUntilStep("play started", () => multiplayerComponents.CurrentScreen is Player); AddAssert("Beatmap matches current item", () => Beatmap.Value.BeatmapInfo.OnlineID == client.Room?.Playlist.First().BeatmapID); } [Test] public void TestLocalPlayDoesNotStartWhileSpectatingWithNoBeatmap() { createRoom(() => new Room { Name = { Value = "Test Room" }, Playlist = { new PlaylistItem { Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo }, Ruleset = { Value = new OsuRuleset().RulesetInfo }, } } }); AddStep("join other user (ready, host)", () => { client.AddUser(new APIUser { Id = MultiplayerTestScene.PLAYER_1_ID, Username = "Other" }); client.TransferHost(MultiplayerTestScene.PLAYER_1_ID); client.ChangeUserState(MultiplayerTestScene.PLAYER_1_ID, MultiplayerUserState.Ready); }); AddStep("delete beatmap", () => beatmaps.Delete(importedSet)); ClickButtonWhenEnabled(); AddUntilStep("wait for spectating user state", () => client.LocalUser?.State == MultiplayerUserState.Spectating); AddStep("start match externally", () => client.StartMatch()); AddAssert("play not started", () => multiplayerComponents.IsCurrentScreen()); } [Test] public void TestLocalPlayStartsWhileSpectatingWhenBeatmapBecomesAvailable() { createRoom(() => new Room { Name = { Value = "Test Room" }, Playlist = { new PlaylistItem { Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo }, Ruleset = { Value = new OsuRuleset().RulesetInfo }, } } }); AddStep("delete beatmap", () => beatmaps.Delete(importedSet)); AddStep("join other user (ready, host)", () => { client.AddUser(new APIUser { Id = MultiplayerTestScene.PLAYER_1_ID, Username = "Other" }); client.TransferHost(MultiplayerTestScene.PLAYER_1_ID); client.ChangeUserState(MultiplayerTestScene.PLAYER_1_ID, MultiplayerUserState.Ready); }); ClickButtonWhenEnabled(); AddUntilStep("wait for spectating user state", () => client.LocalUser?.State == MultiplayerUserState.Spectating); AddStep("start match externally", () => client.StartMatch()); AddStep("restore beatmap", () => { beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).Wait(); importedSet = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First(); }); AddUntilStep("play started", () => multiplayerComponents.CurrentScreen is SpectatorScreen); } [Test] public void TestSubScreenExitedWhenDisconnectedFromMultiplayerServer() { createRoom(() => new Room { Name = { Value = "Test Room" }, Playlist = { new PlaylistItem { Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo }, Ruleset = { Value = new OsuRuleset().RulesetInfo }, } } }); AddStep("disconnect", () => client.Disconnect()); AddUntilStep("back in lounge", () => this.ChildrenOfType().FirstOrDefault()?.IsCurrentScreen() == true); } [Test] public void TestLeaveNavigation() { createRoom(() => new Room { Name = { Value = "Test Room" }, Playlist = { new PlaylistItem { Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo }, Ruleset = { Value = new OsuRuleset().RulesetInfo }, AllowedMods = { new OsuModHidden() } } } }); AddStep("open mod overlay", () => this.ChildrenOfType().Single().TriggerClick()); AddStep("invoke on back button", () => multiplayerComponents.OnBackButton()); AddAssert("mod overlay is hidden", () => this.ChildrenOfType().Single().State.Value == Visibility.Hidden); AddAssert("dialog overlay is hidden", () => DialogOverlay.State.Value == Visibility.Hidden); testLeave("back button", () => multiplayerComponents.OnBackButton()); // mimics home button and OS window close testLeave("forced exit", () => multiplayerComponents.Exit()); void testLeave(string actionName, Action action) { AddStep($"leave via {actionName}", action); AddAssert("dialog overlay is visible", () => DialogOverlay.State.Value == Visibility.Visible); AddStep("close dialog overlay", () => InputManager.Key(Key.Escape)); } } [Test] public void TestGameplayFlow() { createRoom(() => new Room { Name = { Value = "Test Room" }, Playlist = { new PlaylistItem { Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo }, Ruleset = { Value = new OsuRuleset().RulesetInfo }, } } }); enterGameplay(); // Gameplay runs in real-time, so we need to incrementally check if gameplay has finished in order to not time out. for (double i = 1000; i < TestResources.QUICK_BEATMAP_LENGTH; i += 1000) { double time = i; AddUntilStep($"wait for time > {i}", () => this.ChildrenOfType().SingleOrDefault()?.GameplayClock.CurrentTime > time); } AddUntilStep("wait for results", () => multiplayerComponents.CurrentScreen is ResultsScreen); } [Test] public void TestRoomSettingsReQueriedWhenJoiningRoom() { AddStep("create room", () => { roomManager.AddServerSideRoom(new Room { Name = { Value = "Test Room" }, QueueMode = { Value = QueueMode.AllPlayers }, Playlist = { new PlaylistItem { Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo }, Ruleset = { Value = new OsuRuleset().RulesetInfo }, } } }, API.LocalUser.Value); }); AddStep("refresh rooms", () => this.ChildrenOfType().Single().UpdateFilter()); AddUntilStep("wait for room", () => this.ChildrenOfType().Any()); AddStep("select room", () => InputManager.Key(Key.Down)); AddStep("disable polling", () => this.ChildrenOfType().Single().TimeBetweenPolls.Value = 0); AddStep("change server-side settings", () => { roomManager.ServerSideRooms[0].Name.Value = "New name"; roomManager.ServerSideRooms[0].Playlist.Add(new PlaylistItem { ID = 2, Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo }, Ruleset = { Value = new OsuRuleset().RulesetInfo }, }); }); AddStep("join room", () => InputManager.Key(Key.Enter)); AddUntilStep("wait for room open", () => this.ChildrenOfType().FirstOrDefault()?.IsLoaded == true); AddUntilStep("wait for join", () => client.RoomJoined); AddAssert("local room has correct settings", () => { var localRoom = this.ChildrenOfType().Single().Room; return localRoom.Name.Value == roomManager.ServerSideRooms[0].Name.Value && localRoom.Playlist.SequenceEqual(roomManager.ServerSideRooms[0].Playlist); }); } [Test] public void TestSpectatingStateResetOnBackButtonDuringGameplay() { createRoom(() => new Room { Name = { Value = "Test Room" }, QueueMode = { Value = QueueMode.AllPlayers }, Playlist = { new PlaylistItem { Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo }, Ruleset = { Value = new OsuRuleset().RulesetInfo }, } } }); AddStep("set spectating state", () => client.ChangeUserState(API.LocalUser.Value.OnlineID, MultiplayerUserState.Spectating)); AddUntilStep("state set to spectating", () => client.LocalUser?.State == MultiplayerUserState.Spectating); AddStep("join other user", () => client.AddUser(new APIUser { Id = 1234 })); AddStep("set other user ready", () => client.ChangeUserState(1234, MultiplayerUserState.Ready)); pressReadyButton(1234); AddUntilStep("wait for gameplay", () => (multiplayerComponents.CurrentScreen as MultiSpectatorScreen)?.IsLoaded == true); AddStep("press back button and exit", () => { multiplayerComponents.OnBackButton(); multiplayerComponents.Exit(); }); AddUntilStep("wait for return to match subscreen", () => multiplayerComponents.MultiplayerScreen.IsCurrentScreen()); AddUntilStep("user state is idle", () => client.LocalUser?.State == MultiplayerUserState.Idle); } [Test] public void TestSpectatingStateNotResetOnBackButtonOutsideOfGameplay() { createRoom(() => new Room { Name = { Value = "Test Room" }, QueueMode = { Value = QueueMode.AllPlayers }, Playlist = { new PlaylistItem { Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo }, Ruleset = { Value = new OsuRuleset().RulesetInfo }, } } }); AddStep("set spectating state", () => client.ChangeUserState(API.LocalUser.Value.OnlineID, MultiplayerUserState.Spectating)); AddUntilStep("state set to spectating", () => client.LocalUser?.State == MultiplayerUserState.Spectating); AddStep("join other user", () => client.AddUser(new APIUser { Id = 1234 })); AddStep("set other user ready", () => client.ChangeUserState(1234, MultiplayerUserState.Ready)); pressReadyButton(1234); AddUntilStep("wait for gameplay", () => (multiplayerComponents.CurrentScreen as MultiSpectatorScreen)?.IsLoaded == true); AddStep("set other user loaded", () => client.ChangeUserState(1234, MultiplayerUserState.Loaded)); AddStep("set other user finished play", () => client.ChangeUserState(1234, MultiplayerUserState.FinishedPlay)); AddStep("press back button and exit", () => { multiplayerComponents.OnBackButton(); multiplayerComponents.Exit(); }); AddUntilStep("wait for return to match subscreen", () => multiplayerComponents.MultiplayerScreen.IsCurrentScreen()); AddWaitStep("wait for possible state change", 5); AddUntilStep("user state is spectating", () => client.LocalUser?.State == MultiplayerUserState.Spectating); } [Test] public void TestItemAddedByOtherUserDuringGameplay() { createRoom(() => new Room { Name = { Value = "Test Room" }, QueueMode = { Value = QueueMode.AllPlayers }, Playlist = { new PlaylistItem { Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo }, Ruleset = { Value = new OsuRuleset().RulesetInfo }, } } }); enterGameplay(); AddStep("join other user", () => client.AddUser(new APIUser { Id = 1234 })); AddStep("add item as other user", () => client.AddUserPlaylistItem(1234, new MultiplayerPlaylistItem(new PlaylistItem { BeatmapID = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo.OnlineID ?? -1 }))); AddUntilStep("item arrived in playlist", () => client.Room?.Playlist.Count == 2); AddStep("exit gameplay as initial user", () => multiplayerComponents.MultiplayerScreen.MakeCurrent()); AddUntilStep("queue contains item", () => this.ChildrenOfType().Single().Items.Single().ID == 2); } [Test] public void TestItemAddedAndDeletedByOtherUserDuringGameplay() { createRoom(() => new Room { Name = { Value = "Test Room" }, QueueMode = { Value = QueueMode.AllPlayers }, Playlist = { new PlaylistItem { Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo }, Ruleset = { Value = new OsuRuleset().RulesetInfo }, } } }); enterGameplay(); AddStep("join other user", () => client.AddUser(new APIUser { Id = 1234 })); AddStep("add item as other user", () => client.AddUserPlaylistItem(1234, new MultiplayerPlaylistItem(new PlaylistItem { BeatmapID = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo.OnlineID ?? -1 }))); AddUntilStep("item arrived in playlist", () => client.Room?.Playlist.Count == 2); AddStep("delete item as other user", () => client.RemoveUserPlaylistItem(1234, 2)); AddUntilStep("item removed from playlist", () => client.Room?.Playlist.Count == 1); AddStep("exit gameplay as initial user", () => multiplayerComponents.MultiplayerScreen.MakeCurrent()); AddUntilStep("queue is empty", () => this.ChildrenOfType().Single().Items.Count == 0); } private void enterGameplay() { pressReadyButton(); pressReadyButton(); AddUntilStep("wait for player", () => multiplayerComponents.CurrentScreen is Player); } private ReadyButton readyButton => this.ChildrenOfType().Single(); private void pressReadyButton(int? playingUserId = null) { // Can't use ClickButtonWhenEnabled<> due to needing to store the state after the button is enabled. AddUntilStep("wait for ready button to be enabled", () => readyButton.Enabled.Value); MultiplayerUserState lastState = MultiplayerUserState.Idle; MultiplayerRoomUser user = null; AddStep("click ready button", () => { user = playingUserId == null ? client.LocalUser : client.Room?.Users.Single(u => u.UserID == playingUserId); lastState = user?.State ?? MultiplayerUserState.Idle; InputManager.MoveMouseTo(readyButton); InputManager.Click(MouseButton.Left); }); AddUntilStep("wait for state change", () => user?.State != lastState); } private void createRoom(Func room) { AddUntilStep("wait for lounge", () => multiplayerComponents.ChildrenOfType().SingleOrDefault()?.IsLoaded == true); AddStep("open room", () => multiplayerComponents.ChildrenOfType().Single().Open(room())); AddUntilStep("wait for room open", () => this.ChildrenOfType().FirstOrDefault()?.IsLoaded == true); AddWaitStep("wait for transition", 2); ClickButtonWhenEnabled(); AddUntilStep("wait for join", () => client.RoomJoined); } } }