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osu-lazer/osu.Game.Tests/NonVisual/Multiplayer/StatefulMultiplayerClientTest.cs
Dean Herbert e3a41f6118 Rename variable to make more sense
It needs to be explicitly stated that the users in this list are related
to the *joined* room. Especially since it's sharing its variable name
with `SpectatorStreamingClient` where it has the opposite meaning (is a
list of *globally* playing players).
2020-12-29 14:27:35 +09:00

58 lines
2.0 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.Linq;
using Humanizer;
using NUnit.Framework;
using osu.Framework.Testing;
using osu.Game.Online.Multiplayer;
using osu.Game.Tests.Visual.Multiplayer;
using osu.Game.Users;
namespace osu.Game.Tests.NonVisual.Multiplayer
{
[HeadlessTest]
public class StatefulMultiplayerClientTest : MultiplayerTestScene
{
[Test]
public void TestPlayingUserTracking()
{
int id = 2000;
AddRepeatStep("add some users", () => Client.AddUser(new User { Id = id++ }), 5);
checkPlayingUserCount(0);
changeState(3, MultiplayerUserState.WaitingForLoad);
checkPlayingUserCount(3);
changeState(3, MultiplayerUserState.Playing);
checkPlayingUserCount(3);
changeState(3, MultiplayerUserState.Results);
checkPlayingUserCount(0);
changeState(6, MultiplayerUserState.WaitingForLoad);
checkPlayingUserCount(6);
AddStep("another user left", () => Client.RemoveUser(Client.Room?.Users.Last().User));
checkPlayingUserCount(5);
AddStep("leave room", () => Client.LeaveRoom());
checkPlayingUserCount(0);
}
private void checkPlayingUserCount(int expectedCount)
=> AddAssert($"{"user".ToQuantity(expectedCount)} playing", () => Client.CurrentMatchPlayingUserIds.Count == expectedCount);
private void changeState(int userCount, MultiplayerUserState state)
=> AddStep($"{"user".ToQuantity(userCount)} in {state}", () =>
{
for (int i = 0; i < userCount; ++i)
{
var userId = Client.Room?.Users[i].UserID ?? throw new AssertionException("Room cannot be null!");
Client.ChangeUserState(userId, state);
}
});
}
}