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osu-lazer/osu.Game/Tests/Visual/Multiplayer/TestRequestHandlingMultiplayerRoomManager.cs

161 lines
6.3 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.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests;
using osu.Game.Online.Rooms;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Screens.OnlinePlay.Components;
using osu.Game.Screens.OnlinePlay.Lounge.Components;
using osu.Game.Screens.OnlinePlay.Multiplayer;
namespace osu.Game.Tests.Visual.Multiplayer
{
/// <summary>
/// A <see cref="RoomManager"/> for use in multiplayer test scenes. Should generally not be used by itself outside of a <see cref="MultiplayerTestScene"/>.
/// </summary>
/// <remarks>
/// This implementation will pretend to be a server, handling room retrieval and manipulation requests
/// and returning a roughly expected state, without the need for a server to be running.
/// </remarks>
public class TestRequestHandlingMultiplayerRoomManager : MultiplayerRoomManager
{
[Resolved]
private IAPIProvider api { get; set; }
[Resolved]
private OsuGameBase game { get; set; }
[Cached]
public readonly Bindable<FilterCriteria> Filter = new Bindable<FilterCriteria>(new FilterCriteria());
public new readonly List<Room> Rooms = new List<Room>();
private int currentRoomId;
private int currentPlaylistItemId;
[BackgroundDependencyLoader]
private void load()
{
int currentScoreId = 0;
// Handling here is pretending to be a server, while also updating the local state to match
// how the server would eventually respond and update the RoomManager.
((DummyAPIAccess)api).HandleRequest = req =>
{
switch (req)
{
case CreateRoomRequest createRoomRequest:
var apiRoom = new Room();
apiRoom.CopyFrom(createRoomRequest.Room);
// Passwords are explicitly not copied between rooms.
apiRoom.HasPassword.Value = !string.IsNullOrEmpty(createRoomRequest.Room.Password.Value);
apiRoom.Password.Value = createRoomRequest.Room.Password.Value;
AddRoom(apiRoom);
var responseRoom = new APICreatedRoom();
responseRoom.CopyFrom(createResponseRoom(apiRoom, false));
createRoomRequest.TriggerSuccess(responseRoom);
return true;
case JoinRoomRequest joinRoomRequest:
{
var room = Rooms.Single(r => r.RoomID.Value == joinRoomRequest.Room.RoomID.Value);
if (joinRoomRequest.Password != room.Password.Value)
{
joinRoomRequest.TriggerFailure(new InvalidOperationException("Invalid password."));
return true;
}
joinRoomRequest.TriggerSuccess();
return true;
}
case PartRoomRequest partRoomRequest:
partRoomRequest.TriggerSuccess();
return true;
case GetRoomsRequest getRoomsRequest:
var roomsWithoutParticipants = new List<Room>();
foreach (var r in Rooms)
roomsWithoutParticipants.Add(createResponseRoom(r, false));
getRoomsRequest.TriggerSuccess(roomsWithoutParticipants);
return true;
case GetRoomRequest getRoomRequest:
getRoomRequest.TriggerSuccess(createResponseRoom(Rooms.Single(r => r.RoomID.Value == getRoomRequest.RoomId), true));
return true;
case GetBeatmapSetRequest getBeatmapSetRequest:
var onlineReq = new GetBeatmapSetRequest(getBeatmapSetRequest.ID, getBeatmapSetRequest.Type);
onlineReq.Success += res => getBeatmapSetRequest.TriggerSuccess(res);
onlineReq.Failure += e => getBeatmapSetRequest.TriggerFailure(e);
// Get the online API from the game's dependencies.
game.Dependencies.Get<IAPIProvider>().Queue(onlineReq);
return true;
case CreateRoomScoreRequest createRoomScoreRequest:
createRoomScoreRequest.TriggerSuccess(new APIScoreToken { ID = 1 });
return true;
case SubmitRoomScoreRequest submitRoomScoreRequest:
submitRoomScoreRequest.TriggerSuccess(new MultiplayerScore
{
ID = currentScoreId++,
Accuracy = 1,
EndedAt = DateTimeOffset.Now,
Passed = true,
Rank = ScoreRank.S,
MaxCombo = 1000,
TotalScore = 1000000,
User = api.LocalUser.Value,
Statistics = new Dictionary<HitResult, int>()
});
return true;
}
return false;
};
}
public void AddRoom(Room room)
{
room.RoomID.Value ??= currentRoomId++;
for (int i = 0; i < room.Playlist.Count; i++)
room.Playlist[i].ID = currentPlaylistItemId++;
Rooms.Add(room);
}
public new void RemoveRoom(Room room) => base.RemoveRoom(room);
private Room createResponseRoom(Room room, bool withParticipants)
{
var responseRoom = new Room();
responseRoom.CopyFrom(room);
responseRoom.Password.Value = null;
if (!withParticipants)
responseRoom.RecentParticipants.Clear();
return responseRoom;
}
public new void ClearRooms() => base.ClearRooms();
public new void Schedule(Action action) => base.Schedule(action);
}
}