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309 lines
12 KiB
C#
309 lines
12 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.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps.IO;
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namespace osu.Game.Tests.Visual.Multiplayer
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{
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public class TestSceneMultiSpectatorScreen : MultiplayerTestScene
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{
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[Resolved]
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private OsuGameBase game { get; set; }
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[Resolved]
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private BeatmapManager beatmapManager { get; set; }
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private MultiSpectatorScreen spectatorScreen;
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private readonly List<int> playingUserIds = new List<int>();
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private BeatmapSetInfo importedSet;
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private BeatmapInfo importedBeatmap;
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private int importedBeatmapId;
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[BackgroundDependencyLoader]
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private void load()
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{
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importedSet = ImportBeatmapTest.LoadOszIntoOsu(game, virtualTrack: true).Result;
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importedBeatmap = importedSet.Beatmaps.First(b => b.RulesetID == 0);
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importedBeatmapId = importedBeatmap.OnlineBeatmapID ?? -1;
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}
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[SetUp]
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public new void Setup() => Schedule(() => playingUserIds.Clear());
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[Test]
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public void TestDelayedStart()
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{
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AddStep("start players silently", () =>
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{
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Client.CurrentMatchPlayingUserIds.Add(PLAYER_1_ID);
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Client.CurrentMatchPlayingUserIds.Add(PLAYER_2_ID);
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playingUserIds.Add(PLAYER_1_ID);
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playingUserIds.Add(PLAYER_2_ID);
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});
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loadSpectateScreen(false);
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AddWaitStep("wait a bit", 10);
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AddStep("load player first_player_id", () => SpectatorClient.StartPlay(PLAYER_1_ID, importedBeatmapId));
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AddUntilStep("one player added", () => spectatorScreen.ChildrenOfType<Player>().Count() == 1);
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AddWaitStep("wait a bit", 10);
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AddStep("load player second_player_id", () => SpectatorClient.StartPlay(PLAYER_2_ID, importedBeatmapId));
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AddUntilStep("two players added", () => spectatorScreen.ChildrenOfType<Player>().Count() == 2);
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}
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[Test]
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public void TestGeneral()
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{
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int[] userIds = Enumerable.Range(0, 4).Select(i => PLAYER_1_ID + i).ToArray();
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start(userIds);
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loadSpectateScreen();
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sendFrames(userIds, 1000);
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AddWaitStep("wait a bit", 20);
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}
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[Test]
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public void TestTimeDoesNotProgressWhileAllPlayersPaused()
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{
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start(new[] { PLAYER_1_ID, PLAYER_2_ID });
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loadSpectateScreen();
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sendFrames(PLAYER_1_ID, 40);
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sendFrames(PLAYER_2_ID, 20);
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checkPaused(PLAYER_2_ID, true);
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checkPausedInstant(PLAYER_1_ID, false);
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AddAssert("master clock still running", () => this.ChildrenOfType<MasterGameplayClockContainer>().Single().IsRunning);
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checkPaused(PLAYER_1_ID, true);
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AddUntilStep("master clock paused", () => !this.ChildrenOfType<MasterGameplayClockContainer>().Single().IsRunning);
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}
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[Test]
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public void TestPlayersMustStartSimultaneously()
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{
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start(new[] { PLAYER_1_ID, PLAYER_2_ID });
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loadSpectateScreen();
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// Send frames for one player only, both should remain paused.
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sendFrames(PLAYER_1_ID, 20);
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checkPausedInstant(PLAYER_1_ID, true);
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checkPausedInstant(PLAYER_2_ID, true);
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// Send frames for the other player, both should now start playing.
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sendFrames(PLAYER_2_ID, 20);
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checkPausedInstant(PLAYER_1_ID, false);
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checkPausedInstant(PLAYER_2_ID, false);
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}
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[Test]
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public void TestPlayersDoNotStartSimultaneouslyIfBufferingForMaximumStartDelay()
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{
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start(new[] { PLAYER_1_ID, PLAYER_2_ID });
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loadSpectateScreen();
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// Send frames for one player only, both should remain paused.
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sendFrames(PLAYER_1_ID, 1000);
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checkPausedInstant(PLAYER_1_ID, true);
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checkPausedInstant(PLAYER_2_ID, true);
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// Wait for the start delay seconds...
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AddWaitStep("wait maximum start delay seconds", (int)(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
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// Player 1 should start playing by itself, player 2 should remain paused.
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checkPausedInstant(PLAYER_1_ID, false);
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checkPausedInstant(PLAYER_2_ID, true);
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}
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[Test]
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public void TestPlayersContinueWhileOthersBuffer()
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{
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start(new[] { PLAYER_1_ID, PLAYER_2_ID });
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loadSpectateScreen();
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// Send initial frames for both players. A few more for player 1.
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sendFrames(PLAYER_1_ID, 20);
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sendFrames(PLAYER_2_ID);
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checkPausedInstant(PLAYER_1_ID, false);
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checkPausedInstant(PLAYER_2_ID, false);
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// Eventually player 2 will pause, player 1 must remain running.
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checkPaused(PLAYER_2_ID, true);
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checkPausedInstant(PLAYER_1_ID, false);
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// Eventually both players will run out of frames and should pause.
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checkPaused(PLAYER_1_ID, true);
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checkPausedInstant(PLAYER_2_ID, true);
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// Send more frames for the first player only. Player 1 should start playing with player 2 remaining paused.
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sendFrames(PLAYER_1_ID, 20);
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checkPausedInstant(PLAYER_2_ID, true);
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checkPausedInstant(PLAYER_1_ID, false);
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// Send more frames for the second player. Both should be playing
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sendFrames(PLAYER_2_ID, 20);
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checkPausedInstant(PLAYER_2_ID, false);
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checkPausedInstant(PLAYER_1_ID, false);
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}
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[Test]
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public void TestPlayersCatchUpAfterFallingBehind()
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{
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start(new[] { PLAYER_1_ID, PLAYER_2_ID });
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loadSpectateScreen();
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// Send initial frames for both players. A few more for player 1.
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sendFrames(PLAYER_1_ID, 1000);
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sendFrames(PLAYER_2_ID, 30);
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checkPausedInstant(PLAYER_1_ID, false);
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checkPausedInstant(PLAYER_2_ID, false);
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// Eventually player 2 will run out of frames and should pause.
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checkPaused(PLAYER_2_ID, true);
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AddWaitStep("wait a few more frames", 10);
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// Send more frames for player 2. It should unpause.
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sendFrames(PLAYER_2_ID, 1000);
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checkPausedInstant(PLAYER_2_ID, false);
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// Player 2 should catch up to player 1 after unpausing.
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waitForCatchup(PLAYER_2_ID);
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AddWaitStep("wait a bit", 10);
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}
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[Test]
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public void TestMostInSyncUserIsAudioSource()
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{
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start(new[] { PLAYER_1_ID, PLAYER_2_ID });
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loadSpectateScreen();
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assertMuted(PLAYER_1_ID, true);
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assertMuted(PLAYER_2_ID, true);
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sendFrames(PLAYER_1_ID);
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sendFrames(PLAYER_2_ID, 20);
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checkPaused(PLAYER_1_ID, false);
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assertOneNotMuted();
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checkPaused(PLAYER_1_ID, true);
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assertMuted(PLAYER_1_ID, true);
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assertMuted(PLAYER_2_ID, false);
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sendFrames(PLAYER_1_ID, 100);
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waitForCatchup(PLAYER_1_ID);
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checkPaused(PLAYER_2_ID, true);
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assertMuted(PLAYER_1_ID, false);
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assertMuted(PLAYER_2_ID, true);
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sendFrames(PLAYER_2_ID, 100);
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waitForCatchup(PLAYER_2_ID);
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assertMuted(PLAYER_1_ID, false);
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assertMuted(PLAYER_2_ID, true);
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}
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[Test]
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public void TestSpectatingDuringGameplay()
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{
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var players = new[] { PLAYER_1_ID, PLAYER_2_ID };
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start(players);
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sendFrames(players, 300);
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loadSpectateScreen();
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sendFrames(players, 300);
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AddUntilStep("playing from correct point in time", () => this.ChildrenOfType<DrawableRuleset>().All(r => r.FrameStableClock.CurrentTime > 30000));
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}
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[Test]
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public void TestSpectatingDuringGameplayWithLateFrames()
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{
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start(new[] { PLAYER_1_ID, PLAYER_2_ID });
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sendFrames(new[] { PLAYER_1_ID, PLAYER_2_ID }, 300);
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loadSpectateScreen();
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sendFrames(PLAYER_1_ID, 300);
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AddWaitStep("wait maximum start delay seconds", (int)(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
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checkPaused(PLAYER_1_ID, false);
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sendFrames(PLAYER_2_ID, 300);
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AddUntilStep("player 2 playing from correct point in time", () => getPlayer(PLAYER_2_ID).ChildrenOfType<DrawableRuleset>().Single().FrameStableClock.CurrentTime > 30000);
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}
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private void loadSpectateScreen(bool waitForPlayerLoad = true)
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{
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AddStep("load screen", () =>
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{
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Beatmap.Value = beatmapManager.GetWorkingBeatmap(importedBeatmap);
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Ruleset.Value = importedBeatmap.Ruleset;
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LoadScreen(spectatorScreen = new MultiSpectatorScreen(playingUserIds.ToArray()));
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});
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AddUntilStep("wait for screen load", () => spectatorScreen.LoadState == LoadState.Loaded && (!waitForPlayerLoad || spectatorScreen.AllPlayersLoaded));
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}
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private void start(int[] userIds, int? beatmapId = null)
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{
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AddStep("start play", () =>
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{
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foreach (int id in userIds)
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{
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Client.CurrentMatchPlayingUserIds.Add(id);
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SpectatorClient.StartPlay(id, beatmapId ?? importedBeatmapId);
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playingUserIds.Add(id);
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}
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});
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}
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private void sendFrames(int userId, int count = 10) => sendFrames(new[] { userId }, count);
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private void sendFrames(int[] userIds, int count = 10)
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{
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AddStep("send frames", () =>
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{
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foreach (int id in userIds)
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SpectatorClient.SendFrames(id, count);
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});
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}
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private void checkPaused(int userId, bool state)
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=> AddUntilStep($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state);
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private void checkPausedInstant(int userId, bool state)
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{
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checkPaused(userId, state);
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// Todo: The following should work, but is broken because SpectatorScreen retrieves the WorkingBeatmap via the BeatmapManager, bypassing the test scene clock and running real-time.
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// AddAssert($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state);
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}
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private void assertOneNotMuted() => AddAssert("one player not muted", () => spectatorScreen.ChildrenOfType<PlayerArea>().Count(p => !p.Mute) == 1);
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private void assertMuted(int userId, bool muted)
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=> AddAssert($"{userId} {(muted ? "is" : "is not")} muted", () => getInstance(userId).Mute == muted);
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private void waitForCatchup(int userId)
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=> AddUntilStep($"{userId} not catching up", () => !getInstance(userId).GameplayClock.IsCatchingUp);
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private Player getPlayer(int userId) => getInstance(userId).ChildrenOfType<Player>().Single();
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private PlayerArea getInstance(int userId) => spectatorScreen.ChildrenOfType<PlayerArea>().Single(p => p.UserId == userId);
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}
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}
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