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osu-lazer/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiSpectatorLeaderboard.cs
smoogipoo 9d07749959 Improve implementation of TestSpectatorClient
There was a lot of weirdness here, such as storing the playing users,
clearing the playing users from test scenes (!!), and storing the users
being wathed.
This was all a thing because the previous implementation overrode the
base method implementations, which is no longer a thing.
2021-05-20 17:41:46 +09:00

162 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.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Framework.Timing;
using osu.Game.Database;
using osu.Game.Online.Spectator;
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
using osu.Game.Screens.Play.HUD;
using osu.Game.Tests.Visual.Spectator;
using osu.Game.Users;
namespace osu.Game.Tests.Visual.Multiplayer
{
public class TestSceneMultiSpectatorLeaderboard : MultiplayerTestScene
{
[Cached(typeof(SpectatorClient))]
private TestSpectatorClient spectatorClient = new TestSpectatorClient();
[Cached(typeof(UserLookupCache))]
private UserLookupCache lookupCache = new TestUserLookupCache();
protected override Container<Drawable> Content => content;
private readonly Container content;
private readonly Dictionary<int, ManualClock> clocks = new Dictionary<int, ManualClock>
{
{ PLAYER_1_ID, new ManualClock() },
{ PLAYER_2_ID, new ManualClock() }
};
public TestSceneMultiSpectatorLeaderboard()
{
base.Content.AddRange(new Drawable[]
{
spectatorClient,
lookupCache,
content = new Container { RelativeSizeAxes = Axes.Both }
});
}
[SetUpSteps]
public new void SetUpSteps()
{
MultiSpectatorLeaderboard leaderboard = null;
AddStep("reset", () =>
{
Clear();
foreach (var (userId, clock) in clocks)
{
spectatorClient.EndPlay(userId);
clock.CurrentTime = 0;
}
});
AddStep("create leaderboard", () =>
{
foreach (var (userId, _) in clocks)
spectatorClient.StartPlay(userId, 0);
Beatmap.Value = CreateWorkingBeatmap(Ruleset.Value);
var playable = Beatmap.Value.GetPlayableBeatmap(Ruleset.Value);
var scoreProcessor = new OsuScoreProcessor();
scoreProcessor.ApplyBeatmap(playable);
LoadComponentAsync(leaderboard = new MultiSpectatorLeaderboard(scoreProcessor, clocks.Keys.ToArray()) { Expanded = { Value = true } }, Add);
});
AddUntilStep("wait for load", () => leaderboard.IsLoaded);
AddStep("add clock sources", () =>
{
foreach (var (userId, clock) in clocks)
leaderboard.AddClock(userId, clock);
});
}
[Test]
public void TestLeaderboardTracksCurrentTime()
{
AddStep("send frames", () =>
{
// For player 1, send frames in sets of 1.
// For player 2, send frames in sets of 10.
for (int i = 0; i < 100; i++)
{
spectatorClient.SendFrames(PLAYER_1_ID, i, 1);
if (i % 10 == 0)
spectatorClient.SendFrames(PLAYER_2_ID, i, 10);
}
});
assertCombo(PLAYER_1_ID, 1);
assertCombo(PLAYER_2_ID, 10);
// Advance to a point where only user player 1's frame changes.
setTime(500);
assertCombo(PLAYER_1_ID, 5);
assertCombo(PLAYER_2_ID, 10);
// Advance to a point where both user's frame changes.
setTime(1100);
assertCombo(PLAYER_1_ID, 11);
assertCombo(PLAYER_2_ID, 20);
// Advance user player 2 only to a point where its frame changes.
setTime(PLAYER_2_ID, 2100);
assertCombo(PLAYER_1_ID, 11);
assertCombo(PLAYER_2_ID, 30);
// Advance both users beyond their last frame
setTime(101 * 100);
assertCombo(PLAYER_1_ID, 100);
assertCombo(PLAYER_2_ID, 100);
}
[Test]
public void TestNoFrames()
{
assertCombo(PLAYER_1_ID, 0);
assertCombo(PLAYER_2_ID, 0);
}
private void setTime(double time) => AddStep($"set time {time}", () =>
{
foreach (var (_, clock) in clocks)
clock.CurrentTime = time;
});
private void setTime(int userId, double time)
=> AddStep($"set user {userId} time {time}", () => clocks[userId].CurrentTime = time);
private void assertCombo(int userId, int expectedCombo)
=> AddUntilStep($"player {userId} has {expectedCombo} combo", () => this.ChildrenOfType<GameplayLeaderboardScore>().Single(s => s.User?.Id == userId).Combo.Value == expectedCombo);
private class TestUserLookupCache : UserLookupCache
{
protected override Task<User> ComputeValueAsync(int lookup, CancellationToken token = default)
{
return Task.FromResult(new User
{
Id = lookup,
Username = $"User {lookup}"
});
}
}
}
}