// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable enable using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Threading; using System.Threading.Tasks; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Game.Beatmaps; 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.Online.Rooms; using osu.Game.Rulesets.Mods; using APIUser = osu.Game.Online.API.Requests.Responses.APIUser; namespace osu.Game.Tests.Visual.Multiplayer { /// /// A for use in multiplayer test scenes. Should generally not be used by itself outside of a . /// public class TestMultiplayerClient : MultiplayerClient { public override IBindable IsConnected => isConnected; private readonly Bindable isConnected = new Bindable(true); public new Room? APIRoom => base.APIRoom; public Action? RoomSetupAction; [Resolved] private IAPIProvider api { get; set; } = null!; [Resolved] private BeatmapManager beatmaps { get; set; } = null!; private MultiplayerPlaylistItem? currentItem => Room?.Playlist[currentIndex]; private readonly TestMultiplayerRoomManager roomManager; private readonly List serverSidePlaylist = new List(); private int currentIndex; public TestMultiplayerClient(TestMultiplayerRoomManager roomManager) { this.roomManager = roomManager; } public void Connect() => isConnected.Value = true; public void Disconnect() => isConnected.Value = false; public MultiplayerRoomUser AddUser(APIUser user, bool markAsPlaying = false) { var roomUser = new MultiplayerRoomUser(user.Id) { User = user }; addUser(roomUser); if (markAsPlaying) PlayingUserIds.Add(user.Id); return roomUser; } public void TestAddUnresolvedUser() => addUser(new MultiplayerRoomUser(TestUserLookupCache.UNRESOLVED_USER_ID)); private void addUser(MultiplayerRoomUser user) { ((IMultiplayerClient)this).UserJoined(user).Wait(); // We want the user to be immediately available for testing, so force a scheduler update to run the update-bound continuation. Scheduler.Update(); switch (Room?.MatchState) { case TeamVersusRoomState teamVersus: Debug.Assert(Room != null); // simulate the server's automatic assignment of users to teams on join. // the "best" team is the one with the least users on it. int bestTeam = teamVersus.Teams .Select(team => (teamID: team.ID, userCount: Room.Users.Count(u => (u.MatchState as TeamVersusUserState)?.TeamID == team.ID))) .OrderBy(pair => pair.userCount) .First().teamID; ((IMultiplayerClient)this).MatchUserStateChanged(user.UserID, new TeamVersusUserState { TeamID = bestTeam }).Wait(); break; } } public void RemoveUser(APIUser user) { Debug.Assert(Room != null); ((IMultiplayerClient)this).UserLeft(new MultiplayerRoomUser(user.Id)); Schedule(() => { if (Room.Users.Any()) TransferHost(Room.Users.First().UserID); }); } public void ChangeRoomState(MultiplayerRoomState newState) { Debug.Assert(Room != null); ((IMultiplayerClient)this).RoomStateChanged(newState); } public void ChangeUserState(int userId, MultiplayerUserState newState) { Debug.Assert(Room != null); ((IMultiplayerClient)this).UserStateChanged(userId, newState); Schedule(() => { switch (Room.State) { case MultiplayerRoomState.WaitingForLoad: if (Room.Users.All(u => u.State != MultiplayerUserState.WaitingForLoad)) { foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.Loaded)) ChangeUserState(u.UserID, MultiplayerUserState.Playing); ((IMultiplayerClient)this).MatchStarted(); ChangeRoomState(MultiplayerRoomState.Playing); } break; case MultiplayerRoomState.Playing: if (Room.Users.All(u => u.State != MultiplayerUserState.Playing)) { foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.FinishedPlay)) ChangeUserState(u.UserID, MultiplayerUserState.Results); ChangeRoomState(MultiplayerRoomState.Open); ((IMultiplayerClient)this).ResultsReady(); finishCurrentItem().Wait(); } break; } }); } public void ChangeUserBeatmapAvailability(int userId, BeatmapAvailability newBeatmapAvailability) { Debug.Assert(Room != null); ((IMultiplayerClient)this).UserBeatmapAvailabilityChanged(userId, newBeatmapAvailability); } protected override async Task JoinRoom(long roomId, string? password = null) { var apiRoom = roomManager.ServerSideRooms.Single(r => r.RoomID.Value == roomId); if (password != apiRoom.Password.Value) throw new InvalidOperationException("Invalid password."); serverSidePlaylist.Clear(); serverSidePlaylist.AddRange(apiRoom.Playlist.Select(item => new MultiplayerPlaylistItem(item))); var localUser = new MultiplayerRoomUser(api.LocalUser.Value.Id) { User = api.LocalUser.Value }; var room = new MultiplayerRoom(roomId) { Settings = { Name = apiRoom.Name.Value, MatchType = apiRoom.Type.Value, Password = password, QueueMode = apiRoom.QueueMode.Value }, Playlist = serverSidePlaylist.ToList(), Users = { localUser }, Host = localUser }; await updateCurrentItem(room, false).ConfigureAwait(false); RoomSetupAction?.Invoke(room); RoomSetupAction = null; return room; } protected override void OnRoomJoined() { Debug.Assert(APIRoom != null); Debug.Assert(Room != null); // emulate the server sending this after the join room. scheduler required to make sure the join room event is fired first (in Join). changeMatchType(Room.Settings.MatchType).Wait(); } protected override Task LeaveRoomInternal() => Task.CompletedTask; public override Task TransferHost(int userId) => ((IMultiplayerClient)this).HostChanged(userId); public override Task KickUser(int userId) { Debug.Assert(Room != null); return ((IMultiplayerClient)this).UserKicked(Room.Users.Single(u => u.UserID == userId)); } public override async Task ChangeSettings(MultiplayerRoomSettings settings) { Debug.Assert(Room != null); Debug.Assert(APIRoom != null); Debug.Assert(currentItem != null); // Server is authoritative for the time being. settings.PlaylistItemId = Room.Settings.PlaylistItemId; await changeQueueMode(settings.QueueMode).ConfigureAwait(false); await ((IMultiplayerClient)this).SettingsChanged(settings).ConfigureAwait(false); foreach (var user in Room.Users.Where(u => u.State == MultiplayerUserState.Ready)) ChangeUserState(user.UserID, MultiplayerUserState.Idle); await changeMatchType(settings.MatchType).ConfigureAwait(false); } public override Task ChangeState(MultiplayerUserState newState) { ChangeUserState(api.LocalUser.Value.Id, newState); return Task.CompletedTask; } public override Task ChangeBeatmapAvailability(BeatmapAvailability newBeatmapAvailability) { ChangeUserBeatmapAvailability(api.LocalUser.Value.Id, newBeatmapAvailability); return Task.CompletedTask; } public void ChangeUserMods(int userId, IEnumerable newMods) => ChangeUserMods(userId, newMods.Select(m => new APIMod(m)).ToList()); public void ChangeUserMods(int userId, IEnumerable newMods) { Debug.Assert(Room != null); ((IMultiplayerClient)this).UserModsChanged(userId, newMods.ToList()); } public override Task ChangeUserMods(IEnumerable newMods) { ChangeUserMods(api.LocalUser.Value.Id, newMods); return Task.CompletedTask; } public override async Task SendMatchRequest(MatchUserRequest request) { Debug.Assert(Room != null); Debug.Assert(LocalUser != null); switch (request) { case ChangeTeamRequest changeTeam: TeamVersusRoomState roomState = (TeamVersusRoomState)Room.MatchState!; TeamVersusUserState userState = (TeamVersusUserState)LocalUser.MatchState!; var targetTeam = roomState.Teams.FirstOrDefault(t => t.ID == changeTeam.TeamID); if (targetTeam != null) { userState.TeamID = targetTeam.ID; await ((IMultiplayerClient)this).MatchUserStateChanged(LocalUser.UserID, userState).ConfigureAwait(false); } break; } } public override Task StartMatch() { Debug.Assert(Room != null); ChangeRoomState(MultiplayerRoomState.WaitingForLoad); foreach (var user in Room.Users.Where(u => u.State == MultiplayerUserState.Ready)) ChangeUserState(user.UserID, MultiplayerUserState.WaitingForLoad); return ((IMultiplayerClient)this).LoadRequested(); } public override async Task AddPlaylistItem(MultiplayerPlaylistItem item) { Debug.Assert(Room != null); Debug.Assert(APIRoom != null); Debug.Assert(currentItem != null); if (Room.Settings.QueueMode == QueueMode.HostOnly && Room.Host?.UserID != LocalUser?.UserID) throw new InvalidOperationException("Local user is not the room host."); switch (Room.Settings.QueueMode) { case QueueMode.HostOnly: // In host-only mode, the current item is re-used. item.ID = currentItem.ID; serverSidePlaylist[currentIndex] = item; await ((IMultiplayerClient)this).PlaylistItemChanged(item).ConfigureAwait(false); // Note: Unlike the server, this is the easiest way to update the current item at this point. await updateCurrentItem(Room, false).ConfigureAwait(false); break; default: item.ID = serverSidePlaylist.Last().ID + 1; serverSidePlaylist.Add(item); await ((IMultiplayerClient)this).PlaylistItemAdded(item).ConfigureAwait(false); await updateCurrentItem(Room).ConfigureAwait(false); break; } } protected override Task GetOnlineBeatmapSet(int beatmapId, CancellationToken cancellationToken = default) { IBeatmapSetInfo? set = roomManager.ServerSideRooms.SelectMany(r => r.Playlist) .FirstOrDefault(p => p.BeatmapID == beatmapId)?.Beatmap.Value.BeatmapSet ?? beatmaps.QueryBeatmap(b => b.OnlineID == beatmapId)?.BeatmapSet; if (set == null) throw new InvalidOperationException("Beatmap not found."); var apiSet = new APIBeatmapSet { OnlineID = set.OnlineID, Beatmaps = set.Beatmaps.Select(b => new APIBeatmap { OnlineID = b.OnlineID }).ToArray(), }; return Task.FromResult(apiSet); } private async Task changeMatchType(MatchType type) { Debug.Assert(Room != null); switch (type) { case MatchType.HeadToHead: await ((IMultiplayerClient)this).MatchRoomStateChanged(null).ConfigureAwait(false); foreach (var user in Room.Users) await ((IMultiplayerClient)this).MatchUserStateChanged(user.UserID, null).ConfigureAwait(false); break; case MatchType.TeamVersus: await ((IMultiplayerClient)this).MatchRoomStateChanged(TeamVersusRoomState.CreateDefault()).ConfigureAwait(false); foreach (var user in Room.Users) await ((IMultiplayerClient)this).MatchUserStateChanged(user.UserID, new TeamVersusUserState()).ConfigureAwait(false); break; } } private async Task changeQueueMode(QueueMode newMode) { Debug.Assert(Room != null); Debug.Assert(APIRoom != null); Debug.Assert(currentItem != null); // When changing to host-only mode, ensure that at least one non-expired playlist item exists by duplicating the current item. if (newMode == QueueMode.HostOnly && serverSidePlaylist.All(item => item.Expired)) await duplicateCurrentItem().ConfigureAwait(false); // When changing modes, items could have been added (above) or the queueing order could have changed. await updateCurrentItem(Room).ConfigureAwait(false); } private async Task finishCurrentItem() { Debug.Assert(Room != null); Debug.Assert(APIRoom != null); Debug.Assert(currentItem != null); // Expire the current playlist item. currentItem.Expired = true; await ((IMultiplayerClient)this).PlaylistItemChanged(currentItem).ConfigureAwait(false); // In host-only mode, a duplicate playlist item will be used for the next round. if (Room.Settings.QueueMode == QueueMode.HostOnly) await duplicateCurrentItem().ConfigureAwait(false); await updateCurrentItem(Room).ConfigureAwait(false); } private async Task duplicateCurrentItem() { Debug.Assert(Room != null); Debug.Assert(APIRoom != null); Debug.Assert(currentItem != null); var newItem = new MultiplayerPlaylistItem { ID = serverSidePlaylist.Last().ID + 1, BeatmapID = currentItem.BeatmapID, BeatmapChecksum = currentItem.BeatmapChecksum, RulesetID = currentItem.RulesetID, RequiredMods = currentItem.RequiredMods, AllowedMods = currentItem.AllowedMods }; serverSidePlaylist.Add(newItem); await ((IMultiplayerClient)this).PlaylistItemAdded(newItem).ConfigureAwait(false); } private async Task updateCurrentItem(MultiplayerRoom room, bool notify = true) { MultiplayerPlaylistItem newItem; switch (room.Settings.QueueMode) { default: // Pick the single non-expired playlist item. newItem = serverSidePlaylist.FirstOrDefault(i => !i.Expired) ?? serverSidePlaylist.Last(); break; case QueueMode.AllPlayersRoundRobin: // Group playlist items by (user_id -> count_expired), and select the first available playlist item from a user that has available beatmaps where count_expired is the lowest. throw new NotImplementedException(); } currentIndex = serverSidePlaylist.IndexOf(newItem); long lastItem = room.Settings.PlaylistItemId; room.Settings.PlaylistItemId = newItem.ID; if (notify && newItem.ID != lastItem) await ((IMultiplayerClient)this).SettingsChanged(room.Settings).ConfigureAwait(false); } } }