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osu-lazer/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiplayer.cs
Dan Balasescu 69a9fc9732 Fix a few more multiplayer test timeouts
These can be tested by adding a `Task.Delay(3000);` at the end of the
`MultiplayerClient.JoinRoom` task. The reason is typically that
`Client.Room` becomes not-null but the join task still hasn't completed
yet, so e.g. the ready button is still disabled.
2021-11-23 16:07:03 +09:00

651 lines
26 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.Diagnostics;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
using osu.Game.Overlays.Mods;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Screens.OnlinePlay.Components;
using osu.Game.Screens.OnlinePlay.Lounge;
using osu.Game.Screens.OnlinePlay.Lounge.Components;
using osu.Game.Screens.OnlinePlay.Match;
using osu.Game.Screens.OnlinePlay.Multiplayer;
using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
using osu.Game.Screens.Play;
using osu.Game.Screens.Ranking;
using osu.Game.Screens.Spectate;
using osu.Game.Tests.Resources;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Multiplayer
{
public class TestSceneMultiplayer : ScreenTestScene
{
private BeatmapManager beatmaps;
private RulesetStore rulesets;
private BeatmapSetInfo importedSet;
private TestMultiplayerScreenStack multiplayerScreenStack;
private TestMultiplayerClient client => multiplayerScreenStack.Client;
private TestMultiplayerRoomManager roomManager => multiplayerScreenStack.RoomManager;
[Cached(typeof(UserLookupCache))]
private UserLookupCache lookupCache = new TestUserLookupCache();
[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));
}
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("import beatmap", () =>
{
beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).Wait();
importedSet = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First();
});
AddStep("load multiplayer", () => LoadScreen(multiplayerScreenStack = new TestMultiplayerScreenStack()));
AddUntilStep("wait for multiplayer to load", () => multiplayerScreenStack.IsLoaded);
AddUntilStep("wait for lounge to load", () => this.ChildrenOfType<MultiplayerLoungeSubScreen>().FirstOrDefault()?.IsLoaded == true);
}
[Test]
public void TestEmpty()
{
// used to test the flow of multiplayer from visual tests.
AddStep("empty step", () => { });
}
[Test]
public void TestLobbyEvents()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
AddRepeatStep("random stuff happens", performRandomAction, 30);
// ensure we have a handful of players so the ready-up sounds good :9
AddRepeatStep("player joins", addRandomPlayer, 5);
// all ready
AddUntilStep("all players ready", () =>
{
var nextUnready = client.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle);
if (nextUnready != null)
client.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Ready);
return client.Room?.Users.All(u => u.State == MultiplayerUserState.Ready) == true;
});
AddStep("unready all players at once", () =>
{
Debug.Assert(client.Room != null);
foreach (var u in client.Room.Users) client.ChangeUserState(u.UserID, MultiplayerUserState.Idle);
});
AddStep("ready all players at once", () =>
{
Debug.Assert(client.Room != null);
foreach (var u in client.Room.Users) client.ChangeUserState(u.UserID, MultiplayerUserState.Ready);
});
}
private void addRandomPlayer()
{
int randomUser = RNG.Next(200000, 500000);
client.AddUser(new APIUser { Id = randomUser, Username = $"user {randomUser}" });
}
private void removeLastUser()
{
APIUser lastUser = client.Room?.Users.Last().User;
if (lastUser == null || lastUser == client.LocalUser?.User)
return;
client.RemoveUser(lastUser);
}
private void kickLastUser()
{
APIUser lastUser = client.Room?.Users.Last().User;
if (lastUser == null || lastUser == client.LocalUser?.User)
return;
client.KickUser(lastUser.Id);
}
private void markNextPlayerReady()
{
var nextUnready = client.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle);
if (nextUnready != null)
client.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Ready);
}
private void markNextPlayerIdle()
{
var nextUnready = client.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Ready);
if (nextUnready != null)
client.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Idle);
}
private void performRandomAction()
{
int eventToPerform = RNG.Next(1, 6);
switch (eventToPerform)
{
case 1:
addRandomPlayer();
break;
case 2:
removeLastUser();
break;
case 3:
kickLastUser();
break;
case 4:
markNextPlayerReady();
break;
case 5:
markNextPlayerIdle();
break;
}
}
[Test]
public void TestCreateRoomViaKeyboard()
{
// create room dialog
AddStep("Press new document", () => InputManager.Keys(PlatformAction.DocumentNew));
AddUntilStep("wait for settings", () => InputManager.ChildrenOfType<MultiplayerMatchSettingsOverlay>().FirstOrDefault() != null);
// edit playlist item
AddStep("Press select", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for song select", () => InputManager.ChildrenOfType<MultiplayerMatchSongSelect>().FirstOrDefault() != null);
// select beatmap
AddStep("Press select", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for return to screen", () => InputManager.ChildrenOfType<MultiplayerMatchSongSelect>().FirstOrDefault() == null);
// create room
AddStep("Press select", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
AddUntilStep("wait for join", () => roomManager.RoomJoined);
}
[Test]
public void TestCreateRoomWithoutPassword()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
AddAssert("Check participant count correct", () => client.APIRoom?.ParticipantCount.Value == 1);
AddAssert("Check participant list contains user", () => client.APIRoom?.RecentParticipants.Count(u => u.Id == API.LocalUser.Value.Id) == 1);
}
[Test]
public void TestExitMidJoin()
{
AddStep("create room", () =>
{
roomManager.AddServerSideRoom(new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
});
AddStep("refresh rooms", () => this.ChildrenOfType<LoungeSubScreen>().Single().UpdateFilter());
AddUntilStep("wait for room", () => this.ChildrenOfType<DrawableRoom>().Any());
AddStep("select room", () => InputManager.Key(Key.Down));
AddStep("join room and immediately exit select", () =>
{
InputManager.Key(Key.Enter);
Schedule(() => Stack.CurrentScreen.Exit());
});
}
[Test]
public void TestJoinRoomWithoutPassword()
{
AddStep("create room", () =>
{
roomManager.AddServerSideRoom(new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
});
AddStep("refresh rooms", () => this.ChildrenOfType<LoungeSubScreen>().Single().UpdateFilter());
AddUntilStep("wait for room", () => this.ChildrenOfType<DrawableRoom>().Any());
AddStep("select room", () => InputManager.Key(Key.Down));
AddStep("join room", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
AddUntilStep("wait for join", () => roomManager.RoomJoined);
AddAssert("Check participant count correct", () => client.APIRoom?.ParticipantCount.Value == 1);
AddAssert("Check participant list contains user", () => client.APIRoom?.RecentParticipants.Count(u => u.Id == API.LocalUser.Value.Id) == 1);
}
[Test]
public void TestCreateRoomWithPassword()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Password = { Value = "password" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
AddAssert("room has password", () => client.APIRoom?.Password.Value == "password");
}
[Test]
public void TestJoinRoomWithPassword()
{
AddStep("create room", () =>
{
roomManager.AddServerSideRoom(new Room
{
Name = { Value = "Test Room" },
Password = { Value = "password" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
});
AddStep("refresh rooms", () => this.ChildrenOfType<LoungeSubScreen>().Single().UpdateFilter());
AddUntilStep("wait for room", () => this.ChildrenOfType<DrawableRoom>().Any());
AddStep("select room", () => InputManager.Key(Key.Down));
AddStep("join room", () => InputManager.Key(Key.Enter));
DrawableLoungeRoom.PasswordEntryPopover passwordEntryPopover = null;
AddUntilStep("password prompt appeared", () => (passwordEntryPopover = InputManager.ChildrenOfType<DrawableLoungeRoom.PasswordEntryPopover>().FirstOrDefault()) != null);
AddStep("enter password in text box", () => passwordEntryPopover.ChildrenOfType<TextBox>().First().Text = "password");
AddStep("press join room button", () => passwordEntryPopover.ChildrenOfType<OsuButton>().First().TriggerClick());
AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
AddUntilStep("wait for join", () => roomManager.RoomJoined);
}
[Test]
public void TestLocalPasswordUpdatedWhenMultiplayerSettingsChange()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Password = { Value = "password" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
AddStep("change password", () => client.ChangeSettings(password: "password2"));
AddUntilStep("local password changed", () => client.APIRoom?.Password.Value == "password2");
}
[Test]
public void TestUserSetToIdleWhenBeatmapDeleted()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
AddStep("set user ready", () => client.ChangeState(MultiplayerUserState.Ready));
AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
AddUntilStep("user state is idle", () => client.LocalUser?.State == MultiplayerUserState.Idle);
}
[Test]
public void TestLocalPlayDoesNotStartWhileSpectatingWithNoBeatmap()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
AddStep("join other user (ready, host)", () =>
{
client.AddUser(new APIUser { Id = MultiplayerTestScene.PLAYER_1_ID, Username = "Other" });
client.TransferHost(MultiplayerTestScene.PLAYER_1_ID);
client.ChangeUserState(MultiplayerTestScene.PLAYER_1_ID, MultiplayerUserState.Ready);
});
AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
AddStep("click spectate button", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerSpectateButton>().Single());
InputManager.Click(MouseButton.Left);
});
AddUntilStep("wait for spectating user state", () => client.LocalUser?.State == MultiplayerUserState.Spectating);
AddStep("start match externally", () => client.StartMatch());
AddAssert("play not started", () => multiplayerScreenStack.IsCurrentScreen());
}
[Test]
public void TestLocalPlayStartsWhileSpectatingWhenBeatmapBecomesAvailable()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
AddStep("join other user (ready, host)", () =>
{
client.AddUser(new APIUser { Id = MultiplayerTestScene.PLAYER_1_ID, Username = "Other" });
client.TransferHost(MultiplayerTestScene.PLAYER_1_ID);
client.ChangeUserState(MultiplayerTestScene.PLAYER_1_ID, MultiplayerUserState.Ready);
});
AddStep("click spectate button", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerSpectateButton>().Single());
InputManager.Click(MouseButton.Left);
});
AddUntilStep("wait for spectating user state", () => client.LocalUser?.State == MultiplayerUserState.Spectating);
AddStep("start match externally", () => client.StartMatch());
AddStep("restore beatmap", () =>
{
beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).Wait();
importedSet = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First();
});
AddUntilStep("play started", () => multiplayerScreenStack.CurrentScreen is SpectatorScreen);
}
[Test]
public void TestSubScreenExitedWhenDisconnectedFromMultiplayerServer()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
AddStep("disconnect", () => client.Disconnect());
AddUntilStep("back in lounge", () => this.ChildrenOfType<LoungeSubScreen>().FirstOrDefault()?.IsCurrentScreen() == true);
}
[Test]
public void TestLeaveNavigation()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
AllowedMods = { new OsuModHidden() }
}
}
});
AddStep("open mod overlay", () => this.ChildrenOfType<RoomSubScreen.UserModSelectButton>().Single().TriggerClick());
AddStep("invoke on back button", () => multiplayerScreenStack.OnBackButton());
AddAssert("mod overlay is hidden", () => this.ChildrenOfType<UserModSelectOverlay>().Single().State.Value == Visibility.Hidden);
AddAssert("dialog overlay is hidden", () => DialogOverlay.State.Value == Visibility.Hidden);
testLeave("back button", () => multiplayerScreenStack.OnBackButton());
// mimics home button and OS window close
testLeave("forced exit", () => multiplayerScreenStack.Exit());
void testLeave(string actionName, Action action)
{
AddStep($"leave via {actionName}", action);
AddAssert("dialog overlay is visible", () => DialogOverlay.State.Value == Visibility.Visible);
AddStep("close dialog overlay", () => InputManager.Key(Key.Escape));
}
}
[Test]
public void TestGameplayFlow()
{
createRoom(() => new Room
{
Name = { Value = "Test Room" },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
AddUntilStep("wait for ready button to be enabled", () => readyButton.ChildrenOfType<OsuButton>().Single().Enabled.Value);
AddStep("click ready button", () =>
{
InputManager.MoveMouseTo(readyButton);
InputManager.Click(MouseButton.Left);
});
AddUntilStep("wait for player to be ready", () => client.Room?.Users[0].State == MultiplayerUserState.Ready);
AddUntilStep("wait for ready button to be enabled", () => readyButton.ChildrenOfType<OsuButton>().Single().Enabled.Value);
AddStep("click start button", () => InputManager.Click(MouseButton.Left));
AddUntilStep("wait for player", () => multiplayerScreenStack.CurrentScreen is Player);
// Gameplay runs in real-time, so we need to incrementally check if gameplay has finished in order to not time out.
for (double i = 1000; i < TestResources.QUICK_BEATMAP_LENGTH; i += 1000)
{
double time = i;
AddUntilStep($"wait for time > {i}", () => this.ChildrenOfType<GameplayClockContainer>().SingleOrDefault()?.GameplayClock.CurrentTime > time);
}
AddUntilStep("wait for results", () => multiplayerScreenStack.CurrentScreen is ResultsScreen);
}
[Test]
public void TestRoomSettingsReQueriedWhenJoiningRoom()
{
AddStep("create room", () =>
{
roomManager.AddServerSideRoom(new Room
{
Name = { Value = "Test Room" },
QueueMode = { Value = QueueMode.AllPlayers },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
});
});
AddStep("refresh rooms", () => this.ChildrenOfType<LoungeSubScreen>().Single().UpdateFilter());
AddUntilStep("wait for room", () => this.ChildrenOfType<DrawableRoom>().Any());
AddStep("select room", () => InputManager.Key(Key.Down));
AddStep("disable polling", () => this.ChildrenOfType<ListingPollingComponent>().Single().TimeBetweenPolls.Value = 0);
AddStep("change server-side settings", () =>
{
roomManager.ServerSideRooms[0].Name.Value = "New name";
roomManager.ServerSideRooms[0].Playlist.Add(new PlaylistItem
{
ID = 2,
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
});
});
AddStep("join room", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
AddUntilStep("wait for join", () => roomManager.RoomJoined);
AddAssert("local room has correct settings", () =>
{
var localRoom = this.ChildrenOfType<MultiplayerMatchSubScreen>().Single().Room;
return localRoom.Name.Value == roomManager.ServerSideRooms[0].Name.Value
&& localRoom.Playlist.SequenceEqual(roomManager.ServerSideRooms[0].Playlist);
});
}
private MultiplayerReadyButton readyButton => this.ChildrenOfType<MultiplayerReadyButton>().Single();
private void createRoom(Func<Room> room)
{
AddUntilStep("wait for lounge", () => multiplayerScreenStack.ChildrenOfType<LoungeSubScreen>().SingleOrDefault()?.IsLoaded == true);
AddStep("open room", () => multiplayerScreenStack.ChildrenOfType<LoungeSubScreen>().Single().Open(room()));
AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
AddWaitStep("wait for transition", 2);
AddStep("create room", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>().Single());
InputManager.Click(MouseButton.Left);
});
AddUntilStep("wait for join", () => roomManager.RoomJoined);
}
}
}