// 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.Multiplayer.Queueing; 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 readonly TestMultiplayerRoomManager roomManager; private PlaylistItem? currentItem; 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(); Task.Run(finishCurrentItem); } 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."); var localUser = new MultiplayerRoomUser(api.LocalUser.Value.Id) { User = api.LocalUser.Value }; await updateCurrentItem(apiRoom: apiRoom).ConfigureAwait(false); Debug.Assert(currentItem != null); var room = new MultiplayerRoom(roomId) { Settings = { Name = apiRoom.Name.Value, MatchType = apiRoom.Type.Value, PlaylistItemId = currentItem.ID, Password = password, QueueMode = apiRoom.QueueMode.Value }, Users = { localUser }, Host = localUser }; 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(); // emulate the server sending all playlist items after room join. var serverSideRom = roomManager.ServerSideRooms.Single(r => r.RoomID.Value == APIRoom.RoomID.Value); foreach (var playlistItem in serverSideRom.Playlist) ((IMultiplayerClient)this).PlaylistItemAdded(new APIPlaylistItem(playlistItem)).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(APIPlaylistItem item) { Debug.Assert(Room != null); Debug.Assert(APIRoom != null); Debug.Assert(currentItem != null); if (Room.Settings.QueueMode == QueueModes.HostOnly && Room.Host?.UserID != LocalUser?.UserID) throw new InvalidOperationException("Local user is not the room host."); switch (Room.Settings.QueueMode) { case QueueModes.HostOnly: // In host-only mode, the current item is re-used. item.ID = currentItem.ID; 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(false).ConfigureAwait(false); break; default: item.ID = APIRoom.Playlist.Last().ID + 1; await ((IMultiplayerClient)this).PlaylistItemAdded(item).ConfigureAwait(false); await updateCurrentItem().ConfigureAwait(false); break; } } public override Task RemovePlaylistItem(long playlistItemId) { Debug.Assert(Room != null); if (Room.Host?.UserID != LocalUser?.UserID) throw new InvalidOperationException("Local user is not the room host."); return ((IMultiplayerClient)this).PlaylistItemRemoved(playlistItemId); } protected override Task GetOnlineBeatmapSet(int beatmapId, CancellationToken cancellationToken = default) { Debug.Assert(Room != null); var apiRoom = roomManager.ServerSideRooms.Single(r => r.RoomID.Value == Room.RoomID); IBeatmapSetInfo? set = apiRoom.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(QueueModes newMode) { Debug.Assert(APIRoom != null); Debug.Assert(currentItem != null); if (newMode == QueueModes.HostOnly) { foreach (var playlistItem in APIRoom.Playlist.Where(i => !i.Expired && i.ID != currentItem.ID).ToArray()) await ((IMultiplayerClient)this).PlaylistItemRemoved(playlistItem.ID).ConfigureAwait(false); } // When changing modes, items could have been added (above) or the queueing order could have changed. await updateCurrentItem().ConfigureAwait(false); } private async Task finishCurrentItem() { Debug.Assert(Room != null); Debug.Assert(APIRoom != null); Debug.Assert(currentItem != null); // Expire the current playlist item. await ((IMultiplayerClient)this).PlaylistItemChanged(new APIPlaylistItem(currentItem) { Expired = true }).ConfigureAwait(false); // In host-only mode, a duplicate playlist item will be used for the next round. if (Room.Settings.QueueMode == QueueModes.HostOnly) await duplicateCurrentItem().ConfigureAwait(false); await updateCurrentItem().ConfigureAwait(false); } private async Task duplicateCurrentItem() { Debug.Assert(Room != null); Debug.Assert(APIRoom != null); Debug.Assert(currentItem != null); var newItem = new PlaylistItem { ID = APIRoom.Playlist.Last().ID + 1, BeatmapID = currentItem.BeatmapID, RulesetID = currentItem.RulesetID, }; newItem.AllowedMods.AddRange(currentItem.AllowedMods); newItem.RequiredMods.AddRange(currentItem.AllowedMods); await ((IMultiplayerClient)this).PlaylistItemAdded(new APIPlaylistItem(newItem)).ConfigureAwait(false); } private async Task updateCurrentItem(bool notify = true, Room? apiRoom = null) { if (apiRoom == null) { Debug.Assert(APIRoom != null); apiRoom = APIRoom; } switch (apiRoom.QueueMode.Value) { default: // Pick the single non-expired playlist item. currentItem = apiRoom.Playlist.FirstOrDefault(i => !i.Expired) ?? apiRoom.Playlist.Last(); break; case QueueModes.FairRotate: // 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(); } if (Room != null) { long lastItem = Room.Settings.PlaylistItemId; Room.Settings.PlaylistItemId = currentItem.ID; if (notify && currentItem.ID != lastItem) await ((IMultiplayerClient)this).SettingsChanged(Room.Settings).ConfigureAwait(false); } } } }