// 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.Linq; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Graphics; using osu.Framework.Platform; using osu.Framework.Testing; using osu.Framework.Utils; using osu.Game.Beatmaps; using osu.Game.Graphics.UserInterface; using osu.Game.Online.Multiplayer; using osu.Game.Online.Rooms; using osu.Game.Rulesets; using osu.Game.Screens.OnlinePlay; using osu.Game.Screens.OnlinePlay.Multiplayer.Match; using osu.Game.Tests.Resources; using osu.Game.Users; using osuTK; using osuTK.Input; namespace osu.Game.Tests.Visual.Multiplayer { public class TestSceneMultiplayerReadyButton : MultiplayerTestScene { private MultiplayerReadyButton button; private BeatmapManager beatmaps; private RulesetStore rulesets; [Cached] private OngoingOperationTracker ongoingOperationTracker = new OngoingOperationTracker(); private IDisposable toggleReadyOperation; [BackgroundDependencyLoader] private void load(GameHost host, AudioManager audio) { Dependencies.Cache(rulesets = new RulesetStore(ContextFactory)); Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, host, Beatmap.Default)); beatmaps.Import(TestResources.GetTestBeatmapForImport(true)).Wait(); } [SetUp] public new void Setup() => Schedule(() => { var beatmap = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First().Beatmaps.First(); Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap); Child = button = new MultiplayerReadyButton { Anchor = Anchor.Centre, Origin = Anchor.Centre, Size = new Vector2(200, 50), SelectedItem = { Value = new PlaylistItem { Beatmap = { Value = beatmap }, Ruleset = { Value = beatmap.Ruleset } } }, OnToggleReady = async () => { toggleReadyOperation = ongoingOperationTracker.BeginOperation(); bool gameplayStarted = await Client.ToggleReady(); if (!gameplayStarted) toggleReadyOperation.Dispose(); } }; }); [Test] public void TestToggleStateWhenNotHost() { AddStep("add second user as host", () => { Client.AddUser(new User { Id = 2, Username = "Another user" }); Client.TransferHost(2); }); addClickButtonStep(); AddAssert("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready); addClickButtonStep(); AddAssert("user is idle", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle); } [TestCase(true)] [TestCase(false)] public void TestToggleStateWhenHost(bool allReady) { AddStep("setup", () => { Client.TransferHost(Client.Room?.Users[0].UserID ?? 0); if (!allReady) Client.AddUser(new User { Id = 2, Username = "Another user" }); }); addClickButtonStep(); AddAssert("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready); verifyGameplayStartFlow(); } [Test] public void TestBecomeHostWhileReady() { AddStep("add host", () => { Client.AddUser(new User { Id = 2, Username = "Another user" }); Client.TransferHost(2); }); addClickButtonStep(); AddStep("make user host", () => Client.TransferHost(Client.Room?.Users[0].UserID ?? 0)); verifyGameplayStartFlow(); } [Test] public void TestLoseHostWhileReady() { AddStep("setup", () => { Client.TransferHost(Client.Room?.Users[0].UserID ?? 0); Client.AddUser(new User { Id = 2, Username = "Another user" }); }); addClickButtonStep(); AddStep("transfer host", () => Client.TransferHost(Client.Room?.Users[1].UserID ?? 0)); addClickButtonStep(); AddAssert("match not started", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle); } [TestCase(true)] [TestCase(false)] public void TestManyUsersChangingState(bool isHost) { const int users = 10; AddStep("setup", () => { Client.TransferHost(Client.Room?.Users[0].UserID ?? 0); for (int i = 0; i < users; i++) Client.AddUser(new User { Id = i, Username = "Another user" }); }); if (!isHost) AddStep("transfer host", () => Client.TransferHost(2)); addClickButtonStep(); AddRepeatStep("change user ready state", () => { Client.ChangeUserState(RNG.Next(0, users), RNG.NextBool() ? MultiplayerUserState.Ready : MultiplayerUserState.Idle); }, 20); AddRepeatStep("ready all users", () => { var nextUnready = Client.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle); if (nextUnready != null) Client.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Ready); }, users); } private void addClickButtonStep() => AddStep("click button", () => { InputManager.MoveMouseTo(button); InputManager.Click(MouseButton.Left); }); private void verifyGameplayStartFlow() { addClickButtonStep(); AddAssert("user waiting for load", () => Client.Room?.Users[0].State == MultiplayerUserState.WaitingForLoad); AddAssert("ready button disabled", () => !button.ChildrenOfType().Single().Enabled.Value); AddStep("transitioned to gameplay", () => toggleReadyOperation.Dispose()); AddAssert("ready button enabled", () => button.ChildrenOfType().Single().Enabled.Value); } } }