mirror of
https://github.com/ppy/osu.git
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54fe6b7df3
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
166 lines
6.3 KiB
C#
166 lines
6.3 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.Collections.Generic;
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using System.Diagnostics;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Utils;
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using osu.Game.Online.API;
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using osu.Game.Online.Spectator;
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using osu.Game.Replays.Legacy;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Scoring;
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namespace osu.Game.Tests.Visual.Spectator
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{
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public class TestSpectatorClient : SpectatorClient
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{
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/// <summary>
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/// Maximum number of frames sent per bundle via <see cref="SendFramesFromUser"/>.
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/// </summary>
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public const int FRAME_BUNDLE_SIZE = 10;
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/// <summary>
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/// Whether to force send operations to fail (simulating a network issue).
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/// </summary>
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public bool ShouldFailSendingFrames { get; set; }
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public int FrameSendAttempts { get; private set; }
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public override IBindable<bool> IsConnected { get; } = new Bindable<bool>(true);
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public IReadOnlyDictionary<int, ReplayFrame> LastReceivedUserFrames => lastReceivedUserFrames;
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private readonly Dictionary<int, ReplayFrame> lastReceivedUserFrames = new Dictionary<int, ReplayFrame>();
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private readonly Dictionary<int, int> userBeatmapDictionary = new Dictionary<int, int>();
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private readonly Dictionary<int, int> userNextFrameDictionary = new Dictionary<int, int>();
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[Resolved]
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private IAPIProvider api { get; set; } = null!;
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public TestSpectatorClient()
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{
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OnNewFrames += (i, bundle) => lastReceivedUserFrames[i] = bundle.Frames[^1];
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}
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/// <summary>
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/// Starts play for an arbitrary user.
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/// </summary>
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/// <param name="userId">The user to start play for.</param>
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/// <param name="beatmapId">The playing beatmap id.</param>
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public void SendStartPlay(int userId, int beatmapId)
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{
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userBeatmapDictionary[userId] = beatmapId;
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userNextFrameDictionary[userId] = 0;
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sendPlayingState(userId);
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}
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/// <summary>
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/// Ends play for an arbitrary user.
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/// </summary>
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/// <param name="userId">The user to end play for.</param>
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/// <param name="state">The spectator state to end play with.</param>
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public void SendEndPlay(int userId, SpectatedUserState state = SpectatedUserState.Quit)
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{
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if (!userBeatmapDictionary.ContainsKey(userId))
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return;
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((ISpectatorClient)this).UserFinishedPlaying(userId, new SpectatorState
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{
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BeatmapID = userBeatmapDictionary[userId],
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RulesetID = 0,
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State = state
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});
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userBeatmapDictionary.Remove(userId);
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}
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/// <summary>
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/// Sends frames for an arbitrary user, in bundles containing 10 frames each.
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/// This bypasses the standard queueing mechanism completely and should only be used to test cases where multiple users need to be sending data.
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/// Importantly, <see cref="ShouldFailSendingFrames"/> will have no effect.
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/// </summary>
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/// <param name="userId">The user to send frames for.</param>
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/// <param name="count">The total number of frames to send.</param>
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/// <param name="startTime">The time to start gameplay frames from.</param>
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public void SendFramesFromUser(int userId, int count, double startTime = 0)
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{
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var frames = new List<LegacyReplayFrame>();
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int currentFrameIndex = userNextFrameDictionary[userId];
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int lastFrameIndex = currentFrameIndex + count - 1;
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for (; currentFrameIndex <= lastFrameIndex; currentFrameIndex++)
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{
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// This is done in the next frame so that currentFrameIndex is updated to the correct value.
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if (frames.Count == FRAME_BUNDLE_SIZE)
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flush();
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var buttonState = currentFrameIndex == lastFrameIndex ? ReplayButtonState.None : ReplayButtonState.Left1;
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frames.Add(new LegacyReplayFrame(currentFrameIndex * 100 + startTime, RNG.Next(0, 512), RNG.Next(0, 512), buttonState));
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}
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flush();
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userNextFrameDictionary[userId] = currentFrameIndex;
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void flush()
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{
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if (frames.Count == 0)
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return;
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var bundle = new FrameDataBundle(new ScoreInfo { Combo = currentFrameIndex }, frames.ToArray());
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((ISpectatorClient)this).UserSentFrames(userId, bundle);
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frames.Clear();
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}
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}
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protected override Task BeginPlayingInternal(SpectatorState state)
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{
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// Track the local user's playing beatmap ID.
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Debug.Assert(state.BeatmapID != null);
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userBeatmapDictionary[api.LocalUser.Value.Id] = state.BeatmapID.Value;
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return ((ISpectatorClient)this).UserBeganPlaying(api.LocalUser.Value.Id, state);
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}
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protected override Task SendFramesInternal(FrameDataBundle bundle)
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{
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FrameSendAttempts++;
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if (ShouldFailSendingFrames)
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return Task.FromException(new InvalidOperationException($"Intentional fail via {nameof(ShouldFailSendingFrames)}"));
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return ((ISpectatorClient)this).UserSentFrames(api.LocalUser.Value.Id, bundle);
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}
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protected override Task EndPlayingInternal(SpectatorState state) => ((ISpectatorClient)this).UserFinishedPlaying(api.LocalUser.Value.Id, state);
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protected override Task WatchUserInternal(int userId)
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{
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// When newly watching a user, the server sends the playing state immediately.
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if (userBeatmapDictionary.ContainsKey(userId))
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sendPlayingState(userId);
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return Task.CompletedTask;
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}
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protected override Task StopWatchingUserInternal(int userId) => Task.CompletedTask;
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private void sendPlayingState(int userId)
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{
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((ISpectatorClient)this).UserBeganPlaying(userId, new SpectatorState
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{
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BeatmapID = userBeatmapDictionary[userId],
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RulesetID = 0,
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State = SpectatedUserState.Playing
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});
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}
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}
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}
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