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f1c40bd9ed
Rename legacy-facing overload to mention as much
125 lines
4.4 KiB
C#
125 lines
4.4 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.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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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.Rulesets.Osu.Scoring;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
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using osu.Game.Screens.Play.HUD;
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namespace osu.Game.Tests.Visual.Multiplayer
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{
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public class TestSceneMultiSpectatorLeaderboard : MultiplayerTestScene
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{
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private Dictionary<int, ManualClock> clocks;
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private MultiSpectatorLeaderboard leaderboard;
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[SetUpSteps]
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public new void SetUpSteps()
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{
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AddStep("reset", () =>
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{
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Clear();
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clocks = new Dictionary<int, ManualClock>
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{
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{ PLAYER_1_ID, new ManualClock() },
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{ PLAYER_2_ID, new ManualClock() }
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};
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foreach ((int userId, var _) in clocks)
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{
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SpectatorClient.SendStartPlay(userId, 0);
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OnlinePlayDependencies.MultiplayerClient.AddUser(new APIUser { Id = userId });
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}
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});
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AddStep("create leaderboard", () =>
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{
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Beatmap.Value = CreateWorkingBeatmap(Ruleset.Value);
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var playable = Beatmap.Value.GetPlayableBeatmap(Ruleset.Value);
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var scoreProcessor = new OsuScoreProcessor();
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scoreProcessor.ApplyBeatmap(playable);
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LoadComponentAsync(leaderboard = new MultiSpectatorLeaderboard(Ruleset.Value, scoreProcessor, clocks.Keys.Select(id => new MultiplayerRoomUser(id)).ToArray())
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{
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Expanded = { Value = true }
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}, Add);
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});
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AddUntilStep("wait for load", () => leaderboard.IsLoaded);
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AddUntilStep("wait for user population", () => leaderboard.ChildrenOfType<GameplayLeaderboardScore>().Count() == 2);
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AddStep("add clock sources", () =>
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{
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foreach ((int userId, var clock) in clocks)
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leaderboard.AddClock(userId, clock);
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});
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}
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[Test]
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public void TestLeaderboardTracksCurrentTime()
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{
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AddStep("send frames", () =>
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{
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// For player 1, send frames in sets of 1.
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// For player 2, send frames in sets of 10.
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for (int i = 0; i < 100; i++)
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{
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SpectatorClient.SendFramesFromUser(PLAYER_1_ID, 1);
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if (i % 10 == 0)
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SpectatorClient.SendFramesFromUser(PLAYER_2_ID, 10);
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}
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});
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assertCombo(PLAYER_1_ID, 1);
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assertCombo(PLAYER_2_ID, 10);
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// Advance to a point where only user player 1's frame changes.
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setTime(500);
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assertCombo(PLAYER_1_ID, 5);
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assertCombo(PLAYER_2_ID, 10);
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// Advance to a point where both user's frame changes.
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setTime(1100);
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assertCombo(PLAYER_1_ID, 11);
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assertCombo(PLAYER_2_ID, 20);
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// Advance user player 2 only to a point where its frame changes.
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setTime(PLAYER_2_ID, 2100);
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assertCombo(PLAYER_1_ID, 11);
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assertCombo(PLAYER_2_ID, 30);
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// Advance both users beyond their last frame
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setTime(101 * 100);
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assertCombo(PLAYER_1_ID, 100);
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assertCombo(PLAYER_2_ID, 100);
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}
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[Test]
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public void TestNoFrames()
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{
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assertCombo(PLAYER_1_ID, 0);
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assertCombo(PLAYER_2_ID, 0);
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}
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private void setTime(double time) => AddStep($"set time {time}", () =>
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{
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foreach (var (_, clock) in clocks)
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clock.CurrentTime = time;
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});
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private void setTime(int userId, double time)
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=> AddStep($"set user {userId} time {time}", () => clocks[userId].CurrentTime = time);
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private void assertCombo(int userId, int expectedCombo)
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=> AddUntilStep($"player {userId} has {expectedCombo} combo", () => this.ChildrenOfType<GameplayLeaderboardScore>().Single(s => s.User?.Id == userId).Combo.Value == expectedCombo);
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}
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}
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