1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-14 18:47:27 +08:00
osu-lazer/osu.Game.Tests/Visual/Multiplayer/QueueModeTestScene.cs
2021-11-23 17:09:38 +09:00

129 lines
5.3 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.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.OnlinePlay.Lounge;
using osu.Game.Screens.OnlinePlay.Multiplayer;
using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
using osu.Game.Screens.Play;
using osu.Game.Tests.Resources;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Multiplayer
{
public abstract class QueueModeTestScene : ScreenTestScene
{
protected abstract QueueMode Mode { get; }
protected BeatmapInfo InitialBeatmap { get; private set; }
protected BeatmapInfo OtherBeatmap { get; private set; }
protected IScreen CurrentScreen => multiplayerScreenStack.CurrentScreen;
protected IScreen CurrentSubScreen => multiplayerScreenStack.MultiplayerScreen.CurrentSubScreen;
private BeatmapManager beatmaps;
private RulesetStore rulesets;
private BeatmapSetInfo importedSet;
private TestMultiplayerScreenStack multiplayerScreenStack;
protected TestMultiplayerClient Client => multiplayerScreenStack.Client;
protected TestMultiplayerRoomManager RoomManager => multiplayerScreenStack.RoomManager;
[Cached(typeof(UserLookupCache))]
private UserLookupCache lookupCache = new TestUserLookupCache();
[BackgroundDependencyLoader]
private void load(GameHost host, AudioManager audio)
{
Dependencies.Cache(rulesets = new RulesetStore(ContextFactory));
Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, Resources, host, Beatmap.Default));
}
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("import beatmap", () =>
{
beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).Wait();
importedSet = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First();
InitialBeatmap = importedSet.Beatmaps.First(b => b.RulesetID == 0);
OtherBeatmap = importedSet.Beatmaps.Last(b => b.RulesetID == 0);
});
AddStep("load multiplayer", () => LoadScreen(multiplayerScreenStack = new TestMultiplayerScreenStack()));
AddUntilStep("wait for multiplayer to load", () => multiplayerScreenStack.IsLoaded);
AddUntilStep("wait for lounge to load", () => this.ChildrenOfType<MultiplayerLoungeSubScreen>().FirstOrDefault()?.IsLoaded == true);
AddUntilStep("wait for lounge", () => multiplayerScreenStack.ChildrenOfType<LoungeSubScreen>().SingleOrDefault()?.IsLoaded == true);
AddStep("open room", () => multiplayerScreenStack.ChildrenOfType<LoungeSubScreen>().Single().Open(new Room
{
Name = { Value = "Test Room" },
QueueMode = { Value = Mode },
Playlist =
{
new PlaylistItem
{
Beatmap = { Value = InitialBeatmap },
Ruleset = { Value = new OsuRuleset().RulesetInfo },
}
}
}));
AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
AddWaitStep("wait for transition", 2);
AddStep("create room", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>().Single());
InputManager.Click(MouseButton.Left);
});
AddUntilStep("wait for join", () => RoomManager.RoomJoined);
}
[Test]
public void TestCreatedWithCorrectMode()
{
AddAssert("room created with correct mode", () => Client.APIRoom?.QueueMode.Value == Mode);
}
protected void RunGameplay()
{
AddUntilStep("wait for idle", () => Client.LocalUser?.State == MultiplayerUserState.Idle);
clickReadyButton();
AddUntilStep("wait for ready", () => Client.LocalUser?.State == MultiplayerUserState.Ready);
clickReadyButton();
AddUntilStep("wait for player", () => multiplayerScreenStack.CurrentScreen is Player player && player.IsLoaded);
AddStep("exit player", () => multiplayerScreenStack.MultiplayerScreen.MakeCurrent());
}
private void clickReadyButton()
{
AddUntilStep("wait for ready button to be enabled", () => this.ChildrenOfType<MultiplayerReadyButton>().Single().ChildrenOfType<Button>().Single().Enabled.Value);
AddStep("click ready button", () =>
{
InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerReadyButton>().Single());
InputManager.Click(MouseButton.Left);
});
}
}
}