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312 lines
9.3 KiB
C#
312 lines
9.3 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.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Online;
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using osu.Game.Online.Spectator;
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using osu.Game.Replays.Legacy;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Replays;
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using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps.IO;
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using osu.Game.Users;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneSpectator : ScreenTestScene
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{
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[Cached(typeof(SpectatorStreamingClient))]
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private TestSpectatorStreamingClient testSpectatorStreamingClient = new TestSpectatorStreamingClient();
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// used just to show beatmap card for the time being.
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protected override bool UseOnlineAPI => true;
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private Spectator spectatorScreen;
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[Resolved]
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private OsuGameBase game { get; set; }
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private int nextFrame;
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private BeatmapSetInfo importedBeatmap;
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private int importedBeatmapId;
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddStep("reset sent frames", () => nextFrame = 0);
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AddStep("import beatmap", () =>
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{
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importedBeatmap = ImportBeatmapTest.LoadOszIntoOsu(game, virtualTrack: true).Result;
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importedBeatmapId = importedBeatmap.Beatmaps.First(b => b.RulesetID == 0).OnlineBeatmapID ?? -1;
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});
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AddStep("add streaming client", () =>
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{
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Remove(testSpectatorStreamingClient);
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Add(testSpectatorStreamingClient);
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});
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finish();
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}
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[Test]
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public void TestFrameStarvationAndResume()
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{
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loadSpectatingScreen();
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AddAssert("screen hasn't changed", () => Stack.CurrentScreen is Spectator);
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start();
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sendFrames();
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waitForPlayer();
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AddAssert("ensure frames arrived", () => replayHandler.HasFrames);
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AddUntilStep("wait for frame starvation", () => replayHandler.NextFrame == null);
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checkPaused(true);
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double? pausedTime = null;
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AddStep("store time", () => pausedTime = currentFrameStableTime);
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sendFrames();
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AddUntilStep("wait for frame starvation", () => replayHandler.NextFrame == null);
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checkPaused(true);
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AddAssert("time advanced", () => currentFrameStableTime > pausedTime);
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}
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[Test]
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public void TestPlayStartsWithNoFrames()
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{
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loadSpectatingScreen();
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start();
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waitForPlayer();
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checkPaused(true);
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sendFrames(1000); // send enough frames to ensure play won't be paused
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checkPaused(false);
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}
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[Test]
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public void TestSpectatingDuringGameplay()
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{
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start();
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loadSpectatingScreen();
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AddStep("advance frame count", () => nextFrame = 300);
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sendFrames();
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waitForPlayer();
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AddUntilStep("playing from correct point in time", () => player.ChildrenOfType<DrawableRuleset>().First().FrameStableClock.CurrentTime > 30000);
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}
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[Test]
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public void TestHostRetriesWhileWatching()
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{
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loadSpectatingScreen();
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start();
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sendFrames();
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waitForPlayer();
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Player lastPlayer = null;
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AddStep("store first player", () => lastPlayer = player);
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start();
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sendFrames();
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waitForPlayer();
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AddAssert("player is different", () => lastPlayer != player);
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}
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[Test]
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public void TestHostFails()
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{
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loadSpectatingScreen();
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start();
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waitForPlayer();
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checkPaused(true);
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finish();
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checkPaused(false);
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// TODO: should replay until running out of frames then fail
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}
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[Test]
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public void TestStopWatchingDuringPlay()
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{
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loadSpectatingScreen();
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start();
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sendFrames();
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waitForPlayer();
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AddStep("stop spectating", () => (Stack.CurrentScreen as Player)?.Exit());
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AddUntilStep("spectating stopped", () => spectatorScreen.GetChildScreen() == null);
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}
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[Test]
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public void TestStopWatchingThenHostRetries()
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{
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loadSpectatingScreen();
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start();
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sendFrames();
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waitForPlayer();
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AddStep("stop spectating", () => (Stack.CurrentScreen as Player)?.Exit());
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AddUntilStep("spectating stopped", () => spectatorScreen.GetChildScreen() == null);
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// host starts playing a new session
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start();
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waitForPlayer();
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}
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[Test]
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public void TestWatchingBeatmapThatDoesntExistLocally()
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{
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loadSpectatingScreen();
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start(-1234);
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sendFrames();
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AddAssert("screen didn't change", () => Stack.CurrentScreen is Spectator);
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}
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private OsuFramedReplayInputHandler replayHandler =>
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(OsuFramedReplayInputHandler)Stack.ChildrenOfType<OsuInputManager>().First().ReplayInputHandler;
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private Player player => Stack.CurrentScreen as Player;
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private double currentFrameStableTime
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=> player.ChildrenOfType<FrameStabilityContainer>().First().FrameStableClock.CurrentTime;
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private void waitForPlayer() => AddUntilStep("wait for player", () => Stack.CurrentScreen is Player);
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private void start(int? beatmapId = null) => AddStep("start play", () => testSpectatorStreamingClient.StartPlay(beatmapId ?? importedBeatmapId));
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private void finish(int? beatmapId = null) => AddStep("end play", () => testSpectatorStreamingClient.EndPlay(beatmapId ?? importedBeatmapId));
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private void checkPaused(bool state) =>
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AddUntilStep($"game is {(state ? "paused" : "playing")}", () => player.ChildrenOfType<DrawableRuleset>().First().IsPaused.Value == state);
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private void sendFrames(int count = 10)
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{
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AddStep("send frames", () =>
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{
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testSpectatorStreamingClient.SendFrames(nextFrame, count);
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nextFrame += count;
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});
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}
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private void loadSpectatingScreen()
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{
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AddStep("load screen", () => LoadScreen(spectatorScreen = new Spectator(testSpectatorStreamingClient.StreamingUser)));
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AddUntilStep("wait for screen load", () => spectatorScreen.LoadState == LoadState.Loaded);
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}
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public class TestSpectatorStreamingClient : SpectatorStreamingClient
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{
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public readonly User StreamingUser = new User { Id = 55, Username = "Test user" };
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public new BindableList<int> PlayingUsers => (BindableList<int>)base.PlayingUsers;
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private int beatmapId;
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public TestSpectatorStreamingClient()
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: base(new DevelopmentEndpointConfiguration())
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{
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}
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protected override Task Connect()
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{
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return Task.CompletedTask;
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}
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public void StartPlay(int beatmapId)
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{
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this.beatmapId = beatmapId;
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sendState(beatmapId);
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}
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public void EndPlay(int beatmapId)
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{
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((ISpectatorClient)this).UserFinishedPlaying(StreamingUser.Id, new SpectatorState
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{
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BeatmapID = beatmapId,
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RulesetID = 0,
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});
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sentState = false;
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}
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private bool sentState;
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public void SendFrames(int index, int count)
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{
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var frames = new List<LegacyReplayFrame>();
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for (int i = index; i < index + count; i++)
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{
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var buttonState = i == index + count - 1 ? ReplayButtonState.None : ReplayButtonState.Left1;
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frames.Add(new LegacyReplayFrame(i * 100, RNG.Next(0, 512), RNG.Next(0, 512), buttonState));
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}
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var bundle = new FrameDataBundle(new ScoreInfo(), frames);
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((ISpectatorClient)this).UserSentFrames(StreamingUser.Id, bundle);
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if (!sentState)
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sendState(beatmapId);
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}
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public override void WatchUser(int userId)
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{
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if (sentState)
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{
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// usually the server would do this.
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sendState(beatmapId);
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}
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base.WatchUser(userId);
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}
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private void sendState(int beatmapId)
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{
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sentState = true;
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((ISpectatorClient)this).UserBeganPlaying(StreamingUser.Id, new SpectatorState
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{
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BeatmapID = beatmapId,
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RulesetID = 0,
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});
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}
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}
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}
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}
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