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69a9fc9732
These can be tested by adding a `Task.Delay(3000);` at the end of the `MultiplayerClient.JoinRoom` task. The reason is typically that `Client.Room` becomes not-null but the join task still hasn't completed yet, so e.g. the ready button is still disabled.
147 lines
5.4 KiB
C#
147 lines
5.4 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.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.OnlinePlay.Components;
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using osu.Game.Screens.OnlinePlay.Multiplayer;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
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using osu.Game.Tests.Beatmaps;
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using osu.Game.Tests.Resources;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Multiplayer
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{
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public class TestSceneMultiplayerMatchSubScreen : MultiplayerTestScene
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{
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private MultiplayerMatchSubScreen screen;
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private BeatmapManager beatmaps;
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private RulesetStore rulesets;
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private BeatmapSetInfo importedSet;
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public TestSceneMultiplayerMatchSubScreen()
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: base(false)
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{
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}
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[BackgroundDependencyLoader]
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private void load(GameHost host, AudioManager audio)
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{
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Dependencies.Cache(rulesets = new RulesetStore(ContextFactory));
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Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, Resources, host, Beatmap.Default));
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beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).Wait();
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importedSet = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First();
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}
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[SetUp]
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public new void Setup() => Schedule(() =>
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{
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SelectedRoom.Value = new Room { Name = { Value = "Test Room" } };
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});
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[SetUpSteps]
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public void SetupSteps()
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{
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AddStep("load match", () => LoadScreen(screen = new MultiplayerMatchSubScreen(SelectedRoom.Value)));
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AddUntilStep("wait for load", () => screen.IsCurrentScreen());
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}
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[Test]
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public void TestCreatedRoom()
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{
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AddStep("create room", () =>
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{
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SelectedRoom.Value.Playlist.Add(new PlaylistItem
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{
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Beatmap = { Value = new TestBeatmap(new OsuRuleset().RulesetInfo).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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});
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// Needs to run after components update with the playlist item.
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Schedule(() =>
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{
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InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>().Single());
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InputManager.Click(MouseButton.Left);
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});
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});
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AddUntilStep("wait for join", () => RoomJoined);
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}
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[Test]
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public void TestSettingValidity()
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{
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AddAssert("create button not enabled", () => !this.ChildrenOfType<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>().Single().Enabled.Value);
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AddStep("set playlist", () =>
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{
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SelectedRoom.Value.Playlist.Add(new PlaylistItem
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{
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Beatmap = { Value = new TestBeatmap(new OsuRuleset().RulesetInfo).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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});
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});
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AddAssert("create button enabled", () => this.ChildrenOfType<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>().Single().Enabled.Value);
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}
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[Test]
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public void TestStartMatchWhileSpectating()
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{
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AddStep("set playlist", () =>
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{
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SelectedRoom.Value.Playlist.Add(new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First()).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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});
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});
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AddStep("click create button", () =>
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{
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InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>().Single());
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InputManager.Click(MouseButton.Left);
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});
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AddUntilStep("wait for room join", () => RoomJoined);
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AddStep("join other user (ready)", () =>
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{
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Client.AddUser(new APIUser { Id = PLAYER_1_ID });
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Client.ChangeUserState(PLAYER_1_ID, MultiplayerUserState.Ready);
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});
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AddStep("click spectate button", () =>
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{
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InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerSpectateButton>().Single());
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InputManager.Click(MouseButton.Left);
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});
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AddUntilStep("wait for spectating user state", () => Client.LocalUser?.State == MultiplayerUserState.Spectating);
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AddUntilStep("wait for ready button to be enabled", () => this.ChildrenOfType<MultiplayerReadyButton>().Single().ChildrenOfType<ReadyButton>().Single().Enabled.Value);
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AddStep("click ready button", () =>
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{
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InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerReadyButton>().Single());
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InputManager.Click(MouseButton.Left);
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});
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AddUntilStep("match started", () => Client.Room?.State == MultiplayerRoomState.WaitingForLoad);
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}
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}
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}
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