// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Linq; using System.Threading; using System.Threading.Tasks; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Screens; using osu.Framework.Testing; using osu.Game.Beatmaps; using osu.Game.Database; using osu.Game.Online.Spectator; using osu.Game.Rulesets.Osu; using osu.Game.Rulesets.Osu.Replays; using osu.Game.Rulesets.UI; using osu.Game.Screens.Play; using osu.Game.Tests.Beatmaps.IO; using osu.Game.Tests.Visual.Multiplayer; using osu.Game.Tests.Visual.Spectator; using osu.Game.Users; namespace osu.Game.Tests.Visual.Gameplay { public class TestSceneSpectator : ScreenTestScene { private readonly User streamingUser = new User { Id = MultiplayerTestScene.PLAYER_1_ID, Username = "Test user" }; [Cached(typeof(SpectatorStreamingClient))] private TestSpectatorStreamingClient testSpectatorStreamingClient = new TestSpectatorStreamingClient(); [Cached(typeof(UserLookupCache))] private UserLookupCache lookupCache = new TestUserLookupCache(); // used just to show beatmap card for the time being. protected override bool UseOnlineAPI => true; private SoloSpectator spectatorScreen; [Resolved] private OsuGameBase game { get; set; } private int nextFrame; private BeatmapSetInfo importedBeatmap; private int importedBeatmapId; public override void SetUpSteps() { base.SetUpSteps(); AddStep("reset sent frames", () => nextFrame = 0); AddStep("import beatmap", () => { importedBeatmap = ImportBeatmapTest.LoadOszIntoOsu(game, virtualTrack: true).Result; importedBeatmapId = importedBeatmap.Beatmaps.First(b => b.RulesetID == 0).OnlineBeatmapID ?? -1; }); AddStep("add streaming client", () => { Remove(testSpectatorStreamingClient); Add(testSpectatorStreamingClient); }); finish(); } [Test] public void TestFrameStarvationAndResume() { loadSpectatingScreen(); AddAssert("screen hasn't changed", () => Stack.CurrentScreen is SoloSpectator); start(); sendFrames(); waitForPlayer(); AddAssert("ensure frames arrived", () => replayHandler.HasFrames); AddUntilStep("wait for frame starvation", () => replayHandler.WaitingForFrame); checkPaused(true); double? pausedTime = null; AddStep("store time", () => pausedTime = currentFrameStableTime); sendFrames(); AddUntilStep("wait for frame starvation", () => replayHandler.WaitingForFrame); checkPaused(true); AddAssert("time advanced", () => currentFrameStableTime > pausedTime); } [Test] public void TestPlayStartsWithNoFrames() { loadSpectatingScreen(); start(); waitForPlayer(); checkPaused(true); sendFrames(1000); // send enough frames to ensure play won't be paused checkPaused(false); } [Test] public void TestSpectatingDuringGameplay() { start(); loadSpectatingScreen(); AddStep("advance frame count", () => nextFrame = 300); sendFrames(); waitForPlayer(); AddUntilStep("playing from correct point in time", () => player.ChildrenOfType().First().FrameStableClock.CurrentTime > 30000); } [Test] public void TestHostRetriesWhileWatching() { loadSpectatingScreen(); start(); sendFrames(); waitForPlayer(); Player lastPlayer = null; AddStep("store first player", () => lastPlayer = player); start(); sendFrames(); waitForPlayer(); AddAssert("player is different", () => lastPlayer != player); } [Test] public void TestHostFails() { loadSpectatingScreen(); start(); waitForPlayer(); checkPaused(true); finish(); checkPaused(false); // TODO: should replay until running out of frames then fail } [Test] public void TestStopWatchingDuringPlay() { loadSpectatingScreen(); start(); sendFrames(); waitForPlayer(); AddStep("stop spectating", () => (Stack.CurrentScreen as Player)?.Exit()); AddUntilStep("spectating stopped", () => spectatorScreen.GetChildScreen() == null); } [Test] public void TestStopWatchingThenHostRetries() { loadSpectatingScreen(); start(); sendFrames(); waitForPlayer(); AddStep("stop spectating", () => (Stack.CurrentScreen as Player)?.Exit()); AddUntilStep("spectating stopped", () => spectatorScreen.GetChildScreen() == null); // host starts playing a new session start(); waitForPlayer(); } [Test] public void TestWatchingBeatmapThatDoesntExistLocally() { loadSpectatingScreen(); start(-1234); sendFrames(); AddAssert("screen didn't change", () => Stack.CurrentScreen is SoloSpectator); } private OsuFramedReplayInputHandler replayHandler => (OsuFramedReplayInputHandler)Stack.ChildrenOfType().First().ReplayInputHandler; private Player player => Stack.CurrentScreen as Player; private double currentFrameStableTime => player.ChildrenOfType().First().FrameStableClock.CurrentTime; private void waitForPlayer() => AddUntilStep("wait for player", () => Stack.CurrentScreen is Player); private void start(int? beatmapId = null) => AddStep("start play", () => testSpectatorStreamingClient.StartPlay(streamingUser.Id, beatmapId ?? importedBeatmapId)); private void finish(int? beatmapId = null) => AddStep("end play", () => testSpectatorStreamingClient.EndPlay(streamingUser.Id, beatmapId ?? importedBeatmapId)); private void checkPaused(bool state) => AddUntilStep($"game is {(state ? "paused" : "playing")}", () => player.ChildrenOfType().First().IsPaused.Value == state); private void sendFrames(int count = 10) { AddStep("send frames", () => { testSpectatorStreamingClient.SendFrames(streamingUser.Id, nextFrame, count); nextFrame += count; }); } private void loadSpectatingScreen() { AddStep("load screen", () => LoadScreen(spectatorScreen = new SoloSpectator(streamingUser))); AddUntilStep("wait for screen load", () => spectatorScreen.LoadState == LoadState.Loaded); } internal class TestUserLookupCache : UserLookupCache { protected override Task ComputeValueAsync(int lookup, CancellationToken token = default) => Task.FromResult(new User { Id = lookup, Username = $"User {lookup}" }); } } }