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9aff646ff4
This adds the "wait for enabled" check in a way that can be easily reused, as it keeps getting missed in test implementations. This particular commit hopefully fixes https://github.com/ppy/osu/runs/4583845033?check_suite_focus=true.
176 lines
6.9 KiB
C#
176 lines
6.9 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using System.Threading.Tasks;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Platform;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Rulesets;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
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using osu.Game.Tests.Resources;
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using osuTK;
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namespace osu.Game.Tests.Visual.Multiplayer
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{
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public class TestSceneMultiplayerSpectateButton : MultiplayerTestScene
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{
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private MultiplayerSpectateButton spectateButton;
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private MultiplayerReadyButton readyButton;
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private readonly Bindable<PlaylistItem> selectedItem = new Bindable<PlaylistItem>();
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private BeatmapSetInfo importedSet;
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private BeatmapManager beatmaps;
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private RulesetStore rulesets;
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private IDisposable readyClickOperation;
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[BackgroundDependencyLoader]
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private void load(GameHost host, AudioManager audio)
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{
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Dependencies.Cache(rulesets = new RulesetStore(ContextFactory));
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Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, Resources, host, Beatmap.Default));
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beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).Wait();
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}
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[SetUp]
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public new void Setup() => Schedule(() =>
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{
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AvailabilityTracker.SelectedItem.BindTo(selectedItem);
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importedSet = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First();
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Beatmap.Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First());
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selectedItem.Value = new PlaylistItem
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{
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Beatmap = { Value = Beatmap.Value.BeatmapInfo },
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Ruleset = { Value = Beatmap.Value.BeatmapInfo.Ruleset },
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};
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Child = new FillFlowContainer
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{
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AutoSizeAxes = Axes.Both,
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Direction = FillDirection.Vertical,
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Children = new Drawable[]
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{
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spectateButton = new MultiplayerSpectateButton
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(200, 50),
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OnSpectateClick = () =>
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{
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readyClickOperation = OngoingOperationTracker.BeginOperation();
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Task.Run(async () =>
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{
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await Client.ToggleSpectate();
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readyClickOperation.Dispose();
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});
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}
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},
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readyButton = new MultiplayerReadyButton
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(200, 50),
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OnReadyClick = () =>
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{
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readyClickOperation = OngoingOperationTracker.BeginOperation();
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Task.Run(async () =>
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{
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if (Client.IsHost && Client.LocalUser?.State == MultiplayerUserState.Ready)
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{
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await Client.StartMatch();
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return;
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}
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await Client.ToggleReady();
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readyClickOperation.Dispose();
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});
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}
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}
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}
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};
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});
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[TestCase(MultiplayerRoomState.Open)]
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[TestCase(MultiplayerRoomState.WaitingForLoad)]
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[TestCase(MultiplayerRoomState.Playing)]
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public void TestEnabledWhenRoomOpenOrInGameplay(MultiplayerRoomState roomState)
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{
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AddStep($"change room to {roomState}", () => Client.ChangeRoomState(roomState));
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assertSpectateButtonEnablement(true);
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}
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[TestCase(MultiplayerUserState.Idle)]
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[TestCase(MultiplayerUserState.Ready)]
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public void TestToggleWhenIdle(MultiplayerUserState initialState)
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{
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ClickButtonWhenEnabled<MultiplayerSpectateButton>();
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AddUntilStep("user is spectating", () => Client.Room?.Users[0].State == MultiplayerUserState.Spectating);
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ClickButtonWhenEnabled<MultiplayerSpectateButton>();
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AddUntilStep("user is idle", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle);
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}
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[TestCase(MultiplayerRoomState.Closed)]
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public void TestDisabledWhenClosed(MultiplayerRoomState roomState)
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{
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AddStep($"change room to {roomState}", () => Client.ChangeRoomState(roomState));
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assertSpectateButtonEnablement(false);
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}
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[Test]
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public void TestReadyButtonDisabledWhenHostAndNoReadyUsers()
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{
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ClickButtonWhenEnabled<MultiplayerSpectateButton>();
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assertReadyButtonEnablement(false);
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}
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[Test]
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public void TestReadyButtonEnabledWhenHostAndUsersReady()
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{
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AddStep("add user", () => Client.AddUser(new APIUser { Id = PLAYER_1_ID }));
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AddStep("set user ready", () => Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready));
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ClickButtonWhenEnabled<MultiplayerSpectateButton>();
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assertReadyButtonEnablement(true);
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}
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[Test]
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public void TestReadyButtonDisabledWhenNotHostAndUsersReady()
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{
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AddStep("add user and transfer host", () =>
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{
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Client.AddUser(new APIUser { Id = PLAYER_1_ID });
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Client.TransferHost(PLAYER_1_ID);
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});
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AddStep("set user ready", () => Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready));
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ClickButtonWhenEnabled<MultiplayerSpectateButton>();
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assertReadyButtonEnablement(false);
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}
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private void assertSpectateButtonEnablement(bool shouldBeEnabled)
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=> AddUntilStep($"spectate button {(shouldBeEnabled ? "is" : "is not")} enabled", () => spectateButton.ChildrenOfType<OsuButton>().Single().Enabled.Value == shouldBeEnabled);
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private void assertReadyButtonEnablement(bool shouldBeEnabled)
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=> AddUntilStep($"ready button {(shouldBeEnabled ? "is" : "is not")} enabled", () => readyButton.ChildrenOfType<OsuButton>().Single().Enabled.Value == shouldBeEnabled);
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}
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}
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