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osu-lazer/osu.Game.Tests/Visual/Matchmaking/TestSceneMatchmakingQueueScreen.cs
T
2025-09-07 16:17:27 +09:00

59 lines
2.2 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.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Screens.OnlinePlay.Matchmaking;
using osu.Game.Screens.OnlinePlay.Matchmaking.Screens;
using osu.Game.Tests.Visual.Multiplayer;
using osu.Game.Users;
namespace osu.Game.Tests.Visual.Matchmaking
{
public partial class TestSceneMatchmakingQueueScreen : MultiplayerTestScene
{
[Cached]
private readonly MatchmakingController controller = new MatchmakingController();
private MatchmakingQueueScreen? queueScreen => Stack.CurrentScreen as MatchmakingQueueScreen;
[SetUpSteps]
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("load screen", () => LoadScreen(new MatchmakingIntroScreen()));
}
[Test]
public void TestBasic()
{
AddUntilStep("wait for queue screen", () => queueScreen?.IsLoaded == true);
AddStep("set users", () =>
{
queueScreen!.Users = Enumerable.Range(0, 10).Select(_ => new APIUser
{
Username = "peppy",
Statistics = new UserStatistics { GlobalRank = 1234 },
Id = RNG.Next(2, 30000000),
}).ToArray();
});
AddStep("change state to idle", () => queueScreen!.SetState(MatchmakingQueueScreen.MatchmakingScreenState.Idle));
AddStep("change state to queueing", () => queueScreen!.SetState(MatchmakingQueueScreen.MatchmakingScreenState.Queueing));
AddStep("change state to found match", () => queueScreen!.SetState(MatchmakingQueueScreen.MatchmakingScreenState.PendingAccept));
AddStep("change state to waiting for room", () => queueScreen!.SetState(MatchmakingQueueScreen.MatchmakingScreenState.AcceptedWaitingForRoom));
AddStep("change state to in room", () => queueScreen!.SetState(MatchmakingQueueScreen.MatchmakingScreenState.InRoom));
}
}
}