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