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osu-lazer/osu.Game/Tests/Visual/Multiplayer/TestMultiplayerClient.cs
Dean Herbert 046a76cb1d Allow null users to still be displayed in the participant list
The fix here is correcting the access of `user.Country`. The deicision
to have null users display is because this is the best we can do (if
osu-web could not resolve the user). We still want the users in the
lobby to be aware of this user's presence, rather than hiding them from
view.

osu-stable does a similar thing, showing these users as `[Loading]`. I
decided to go with blank names instead because having *any* text there
causes confusion. We can iterate on this in future design updates.
2020-12-28 15:03:44 +09:00

122 lines
4.2 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.
#nullable enable
using System.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Game.Online.API;
using osu.Game.Online.Multiplayer;
using osu.Game.Users;
namespace osu.Game.Tests.Visual.Multiplayer
{
public class TestMultiplayerClient : StatefulMultiplayerClient
{
public override IBindable<bool> IsConnected => isConnected;
private readonly Bindable<bool> isConnected = new Bindable<bool>(true);
[Resolved]
private IAPIProvider api { get; set; } = null!;
public void Connect() => isConnected.Value = true;
public void Disconnect() => isConnected.Value = false;
public void AddUser(User user) => ((IMultiplayerClient)this).UserJoined(new MultiplayerRoomUser(user.Id) { User = user });
public void AddNullUser(int userId) => ((IMultiplayerClient)this).UserJoined(new MultiplayerRoomUser(userId));
public void RemoveUser(User user)
{
Debug.Assert(Room != null);
((IMultiplayerClient)this).UserLeft(new MultiplayerRoomUser(user.Id));
Schedule(() =>
{
if (Room.Users.Any())
TransferHost(Room.Users.First().UserID);
});
}
public void ChangeUserState(int userId, MultiplayerUserState newState)
{
Debug.Assert(Room != null);
((IMultiplayerClient)this).UserStateChanged(userId, newState);
Schedule(() =>
{
switch (newState)
{
case MultiplayerUserState.Loaded:
if (Room.Users.All(u => u.State != MultiplayerUserState.WaitingForLoad))
{
foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.Loaded))
ChangeUserState(u.UserID, MultiplayerUserState.Playing);
((IMultiplayerClient)this).MatchStarted();
}
break;
case MultiplayerUserState.FinishedPlay:
if (Room.Users.All(u => u.State != MultiplayerUserState.Playing))
{
foreach (var u in Room.Users.Where(u => u.State == MultiplayerUserState.FinishedPlay))
ChangeUserState(u.UserID, MultiplayerUserState.Results);
((IMultiplayerClient)this).ResultsReady();
}
break;
}
});
}
protected override Task<MultiplayerRoom> JoinRoom(long roomId)
{
var user = new MultiplayerRoomUser(api.LocalUser.Value.Id) { User = api.LocalUser.Value };
var room = new MultiplayerRoom(roomId);
room.Users.Add(user);
if (room.Users.Count == 1)
room.Host = user;
return Task.FromResult(room);
}
public override Task TransferHost(int userId) => ((IMultiplayerClient)this).HostChanged(userId);
public override async Task ChangeSettings(MultiplayerRoomSettings settings)
{
Debug.Assert(Room != null);
await ((IMultiplayerClient)this).SettingsChanged(settings);
foreach (var user in Room.Users.Where(u => u.State == MultiplayerUserState.Ready))
ChangeUserState(user.UserID, MultiplayerUserState.Idle);
}
public override Task ChangeState(MultiplayerUserState newState)
{
ChangeUserState(api.LocalUser.Value.Id, newState);
return Task.CompletedTask;
}
public override Task StartMatch()
{
Debug.Assert(Room != null);
foreach (var user in Room.Users.Where(u => u.State == MultiplayerUserState.Ready))
ChangeUserState(user.UserID, MultiplayerUserState.WaitingForLoad);
return ((IMultiplayerClient)this).LoadRequested();
}
}
}