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osu-lazer/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiplayerSpectateButton.cs

183 lines
7.0 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using System.Threading.Tasks;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Platform;
using osu.Framework.Testing;
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.Multiplayer.Match;
using osu.Game.Tests.Resources;
using osu.Game.Users;
using osuTK;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Multiplayer
{
public class TestSceneMultiplayerSpectateButton : MultiplayerTestScene
{
private MultiplayerSpectateButton spectateButton;
private MultiplayerReadyButton readyButton;
private readonly Bindable<PlaylistItem> selectedItem = new Bindable<PlaylistItem>();
private BeatmapSetInfo importedSet;
private BeatmapManager beatmaps;
private RulesetStore rulesets;
private IDisposable readyClickOperation;
[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));
beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).Wait();
}
[SetUp]
public new void Setup() => Schedule(() =>
{
AvailabilityTracker.SelectedItem.BindTo(selectedItem);
importedSet = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First();
Beatmap.Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First());
selectedItem.Value = new PlaylistItem
{
Beatmap = { Value = Beatmap.Value.BeatmapInfo },
Ruleset = { Value = Beatmap.Value.BeatmapInfo.Ruleset },
};
Child = new FillFlowContainer
{
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Vertical,
Children = new Drawable[]
{
spectateButton = new MultiplayerSpectateButton
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(200, 50),
OnSpectateClick = () =>
{
readyClickOperation = OngoingOperationTracker.BeginOperation();
Task.Run(async () =>
{
await Client.ToggleSpectate();
readyClickOperation.Dispose();
});
}
},
readyButton = new MultiplayerReadyButton
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(200, 50),
OnReadyClick = () =>
{
readyClickOperation = OngoingOperationTracker.BeginOperation();
Task.Run(async () =>
{
if (Client.IsHost && Client.LocalUser?.State == MultiplayerUserState.Ready)
{
await Client.StartMatch();
return;
}
await Client.ToggleReady();
readyClickOperation.Dispose();
});
}
}
}
};
});
[TestCase(MultiplayerRoomState.Open)]
[TestCase(MultiplayerRoomState.WaitingForLoad)]
[TestCase(MultiplayerRoomState.Playing)]
public void TestEnabledWhenRoomOpenOrInGameplay(MultiplayerRoomState roomState)
{
AddStep($"change room to {roomState}", () => Client.ChangeRoomState(roomState));
assertSpectateButtonEnablement(true);
}
[TestCase(MultiplayerUserState.Idle)]
[TestCase(MultiplayerUserState.Ready)]
public void TestToggleWhenIdle(MultiplayerUserState initialState)
{
addClickSpectateButtonStep();
AddUntilStep("user is spectating", () => Client.Room?.Users[0].State == MultiplayerUserState.Spectating);
addClickSpectateButtonStep();
AddUntilStep("user is idle", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle);
}
[TestCase(MultiplayerRoomState.Closed)]
public void TestDisabledWhenClosed(MultiplayerRoomState roomState)
{
AddStep($"change room to {roomState}", () => Client.ChangeRoomState(roomState));
assertSpectateButtonEnablement(false);
}
[Test]
public void TestReadyButtonDisabledWhenHostAndNoReadyUsers()
{
addClickSpectateButtonStep();
assertReadyButtonEnablement(false);
}
[Test]
public void TestReadyButtonEnabledWhenHostAndUsersReady()
{
AddStep("add user", () => Client.AddUser(new User { Id = PLAYER_1_ID }));
AddStep("set user ready", () => Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready));
addClickSpectateButtonStep();
assertReadyButtonEnablement(true);
}
[Test]
public void TestReadyButtonDisabledWhenNotHostAndUsersReady()
{
AddStep("add user and transfer host", () =>
{
Client.AddUser(new User { Id = PLAYER_1_ID });
Client.TransferHost(PLAYER_1_ID);
});
AddStep("set user ready", () => Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready));
addClickSpectateButtonStep();
assertReadyButtonEnablement(false);
}
private void addClickSpectateButtonStep() => AddStep("click spectate button", () =>
{
InputManager.MoveMouseTo(spectateButton);
InputManager.Click(MouseButton.Left);
});
private void assertSpectateButtonEnablement(bool shouldBeEnabled)
=> AddUntilStep($"spectate button {(shouldBeEnabled ? "is" : "is not")} enabled", () => spectateButton.ChildrenOfType<OsuButton>().Single().Enabled.Value == shouldBeEnabled);
private void assertReadyButtonEnablement(bool shouldBeEnabled)
=> AddUntilStep($"ready button {(shouldBeEnabled ? "is" : "is not")} enabled", () => readyButton.ChildrenOfType<OsuButton>().Single().Enabled.Value == shouldBeEnabled);
}
}