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110 lines
4.0 KiB
C#
110 lines
4.0 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.Linq;
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using Humanizer;
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using NUnit.Framework;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Testing;
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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.Tests.Visual.Multiplayer;
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namespace osu.Game.Tests.NonVisual.Multiplayer
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{
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[HeadlessTest]
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public partial class StatefulMultiplayerClientTest : MultiplayerTestScene
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{
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[Test]
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public void TestUserAddedOnJoin()
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{
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var user = new APIUser { Id = 33 };
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AddRepeatStep("add user multiple times", () => MultiplayerClient.AddUser(user), 3);
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AddUntilStep("room has 2 users", () => MultiplayerClient.ClientRoom?.Users.Count == 2);
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}
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[Test]
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public void TestUserRemovedOnLeave()
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{
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var user = new APIUser { Id = 44 };
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AddStep("add user", () => MultiplayerClient.AddUser(user));
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AddUntilStep("room has 2 users", () => MultiplayerClient.ClientRoom?.Users.Count == 2);
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AddStep("remove user", () => MultiplayerClient.RemoveUser(user));
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AddUntilStep("room has 1 user", () => MultiplayerClient.ClientRoom?.Users.Count == 1);
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}
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[Test]
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public void TestPlayingUserTracking()
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{
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int id = 2000;
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AddRepeatStep("add some users", () => MultiplayerClient.AddUser(new APIUser { Id = id++ }), 5);
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checkPlayingUserCount(0);
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changeState(3, MultiplayerUserState.WaitingForLoad);
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checkPlayingUserCount(3);
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changeState(3, MultiplayerUserState.Playing);
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checkPlayingUserCount(3);
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changeState(3, MultiplayerUserState.Results);
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checkPlayingUserCount(0);
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changeState(6, MultiplayerUserState.WaitingForLoad);
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checkPlayingUserCount(6);
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AddStep("another user left", () => MultiplayerClient.RemoveUser((MultiplayerClient.ServerRoom?.Users.Last().User).AsNonNull()));
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checkPlayingUserCount(5);
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AddStep("leave room", () => MultiplayerClient.LeaveRoom());
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checkPlayingUserCount(0);
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}
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[Test]
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public void TestPlayingUsersUpdatedOnJoin()
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{
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AddStep("leave room", () => MultiplayerClient.LeaveRoom());
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AddUntilStep("wait for room part", () => !RoomJoined);
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AddStep("create room initially in gameplay", () =>
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{
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var newRoom = new Room();
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newRoom.CopyFrom(SelectedRoom.Value);
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newRoom.RoomID.Value = null;
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MultiplayerClient.RoomSetupAction = room =>
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{
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room.State = MultiplayerRoomState.Playing;
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room.Users.Add(new MultiplayerRoomUser(PLAYER_1_ID)
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{
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User = new APIUser { Id = PLAYER_1_ID },
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State = MultiplayerUserState.Playing
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});
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};
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RoomManager.CreateRoom(newRoom);
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});
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AddUntilStep("wait for room join", () => RoomJoined);
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checkPlayingUserCount(1);
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}
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private void checkPlayingUserCount(int expectedCount)
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=> AddAssert($"{"user".ToQuantity(expectedCount)} playing", () => MultiplayerClient.CurrentMatchPlayingUserIds.Count == expectedCount);
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private void changeState(int userCount, MultiplayerUserState state)
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=> AddStep($"{"user".ToQuantity(userCount)} in {state}", () =>
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{
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for (int i = 0; i < userCount; ++i)
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{
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int userId = MultiplayerClient.ServerRoom?.Users[i].UserID ?? throw new AssertionException("Room cannot be null!");
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MultiplayerClient.ChangeUserState(userId, state);
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}
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});
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}
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}
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