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835 lines
34 KiB
C#
835 lines
34 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.Diagnostics;
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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.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input;
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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.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Graphics.UserInterface;
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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.Overlays.Mods;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Screens.OnlinePlay.Components;
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using osu.Game.Screens.OnlinePlay.Lounge;
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using osu.Game.Screens.OnlinePlay.Lounge.Components;
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using osu.Game.Screens.OnlinePlay.Match;
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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.Screens.OnlinePlay.Multiplayer.Match.Playlist;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Ranking;
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using osu.Game.Screens.Spectate;
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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 TestSceneMultiplayer : ScreenTestScene
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{
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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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private TestMultiplayerComponents multiplayerComponents;
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private TestMultiplayerClient client => multiplayerComponents.Client;
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private TestMultiplayerRoomManager roomManager => multiplayerComponents.RoomManager;
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[Cached(typeof(UserLookupCache))]
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private UserLookupCache lookupCache = new TestUserLookupCache();
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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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}
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddStep("import beatmap", () =>
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{
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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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AddStep("load multiplayer", () => LoadScreen(multiplayerComponents = new TestMultiplayerComponents()));
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AddUntilStep("wait for multiplayer to load", () => multiplayerComponents.IsLoaded);
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AddUntilStep("wait for lounge to load", () => this.ChildrenOfType<MultiplayerLoungeSubScreen>().FirstOrDefault()?.IsLoaded == true);
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}
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[Test]
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public void TestEmpty()
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{
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// used to test the flow of multiplayer from visual tests.
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AddStep("empty step", () => { });
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}
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[Test]
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public void TestLobbyEvents()
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{
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createRoom(() => new Room
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{
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Name = { Value = "Test Room" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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});
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AddRepeatStep("random stuff happens", performRandomAction, 30);
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// ensure we have a handful of players so the ready-up sounds good :9
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AddRepeatStep("player joins", addRandomPlayer, 5);
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// all ready
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AddUntilStep("all players ready", () =>
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{
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var nextUnready = client.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle);
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if (nextUnready != null)
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client.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Ready);
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return client.Room?.Users.All(u => u.State == MultiplayerUserState.Ready) == true;
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});
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AddStep("unready all players at once", () =>
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{
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Debug.Assert(client.Room != null);
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foreach (var u in client.Room.Users) client.ChangeUserState(u.UserID, MultiplayerUserState.Idle);
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});
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AddStep("ready all players at once", () =>
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{
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Debug.Assert(client.Room != null);
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foreach (var u in client.Room.Users) client.ChangeUserState(u.UserID, MultiplayerUserState.Ready);
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});
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}
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private void addRandomPlayer()
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{
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int randomUser = RNG.Next(200000, 500000);
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client.AddUser(new APIUser { Id = randomUser, Username = $"user {randomUser}" });
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}
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private void removeLastUser()
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{
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APIUser lastUser = client.Room?.Users.Last().User;
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if (lastUser == null || lastUser == client.LocalUser?.User)
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return;
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client.RemoveUser(lastUser);
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}
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private void kickLastUser()
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{
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APIUser lastUser = client.Room?.Users.Last().User;
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if (lastUser == null || lastUser == client.LocalUser?.User)
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return;
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client.KickUser(lastUser.Id);
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}
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private void markNextPlayerReady()
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{
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var nextUnready = client.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle);
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if (nextUnready != null)
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client.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Ready);
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}
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private void markNextPlayerIdle()
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{
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var nextUnready = client.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Ready);
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if (nextUnready != null)
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client.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Idle);
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}
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private void performRandomAction()
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{
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int eventToPerform = RNG.Next(1, 6);
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switch (eventToPerform)
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{
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case 1:
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addRandomPlayer();
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break;
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case 2:
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removeLastUser();
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break;
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case 3:
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kickLastUser();
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break;
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case 4:
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markNextPlayerReady();
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break;
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case 5:
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markNextPlayerIdle();
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break;
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}
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}
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[Test]
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public void TestCreateRoomViaKeyboard()
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{
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// create room dialog
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AddStep("Press new document", () => InputManager.Keys(PlatformAction.DocumentNew));
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AddUntilStep("wait for settings", () => InputManager.ChildrenOfType<MultiplayerMatchSettingsOverlay>().FirstOrDefault() != null);
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// edit playlist item
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AddStep("Press select", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for song select", () => InputManager.ChildrenOfType<MultiplayerMatchSongSelect>().FirstOrDefault()?.BeatmapSetsLoaded == true);
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// select beatmap
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AddStep("Press select", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for return to screen", () => InputManager.ChildrenOfType<MultiplayerMatchSongSelect>().FirstOrDefault() == null);
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// create room
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AddStep("Press select", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
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AddUntilStep("wait for join", () => client.RoomJoined);
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}
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[Test]
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public void TestCreateRoomWithoutPassword()
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{
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createRoom(() => new Room
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{
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Name = { Value = "Test Room" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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});
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AddAssert("Check participant count correct", () => client.APIRoom?.ParticipantCount.Value == 1);
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AddAssert("Check participant list contains user", () => client.APIRoom?.RecentParticipants.Count(u => u.Id == API.LocalUser.Value.Id) == 1);
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}
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[Test]
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public void TestExitMidJoin()
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{
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AddStep("create room", () =>
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{
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roomManager.AddServerSideRoom(new Room
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{
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Name = { Value = "Test Room" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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}, API.LocalUser.Value);
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});
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AddStep("refresh rooms", () => this.ChildrenOfType<LoungeSubScreen>().Single().UpdateFilter());
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AddUntilStep("wait for room", () => this.ChildrenOfType<DrawableRoom>().Any());
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AddStep("select room", () => InputManager.Key(Key.Down));
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AddStep("join room and immediately exit select", () =>
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{
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InputManager.Key(Key.Enter);
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Schedule(() => Stack.CurrentScreen.Exit());
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});
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}
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[Test]
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public void TestJoinRoomWithoutPassword()
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{
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AddStep("create room", () =>
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{
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roomManager.AddServerSideRoom(new Room
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{
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Name = { Value = "Test Room" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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}, API.LocalUser.Value);
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});
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AddStep("refresh rooms", () => this.ChildrenOfType<LoungeSubScreen>().Single().UpdateFilter());
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AddUntilStep("wait for room", () => this.ChildrenOfType<DrawableRoom>().Any());
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AddStep("select room", () => InputManager.Key(Key.Down));
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AddStep("join room", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
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AddUntilStep("wait for join", () => client.RoomJoined);
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AddAssert("Check participant count correct", () => client.APIRoom?.ParticipantCount.Value == 1);
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AddAssert("Check participant list contains user", () => client.APIRoom?.RecentParticipants.Count(u => u.Id == API.LocalUser.Value.Id) == 1);
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}
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[Test]
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public void TestCreateRoomWithPassword()
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{
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createRoom(() => new Room
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{
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Name = { Value = "Test Room" },
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Password = { Value = "password" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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});
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AddAssert("room has password", () => client.APIRoom?.Password.Value == "password");
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}
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[Test]
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public void TestJoinRoomWithPassword()
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{
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AddStep("create room", () =>
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{
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roomManager.AddServerSideRoom(new Room
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{
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Name = { Value = "Test Room" },
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Password = { Value = "password" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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}, API.LocalUser.Value);
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});
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AddStep("refresh rooms", () => this.ChildrenOfType<LoungeSubScreen>().Single().UpdateFilter());
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AddUntilStep("wait for room", () => this.ChildrenOfType<DrawableRoom>().Any());
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AddStep("select room", () => InputManager.Key(Key.Down));
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AddStep("join room", () => InputManager.Key(Key.Enter));
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DrawableLoungeRoom.PasswordEntryPopover passwordEntryPopover = null;
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AddUntilStep("password prompt appeared", () => (passwordEntryPopover = InputManager.ChildrenOfType<DrawableLoungeRoom.PasswordEntryPopover>().FirstOrDefault()) != null);
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AddStep("enter password in text box", () => passwordEntryPopover.ChildrenOfType<TextBox>().First().Text = "password");
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AddStep("press join room button", () => passwordEntryPopover.ChildrenOfType<OsuButton>().First().TriggerClick());
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AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
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AddUntilStep("wait for join", () => client.RoomJoined);
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}
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[Test]
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public void TestLocalPasswordUpdatedWhenMultiplayerSettingsChange()
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{
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createRoom(() => new Room
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{
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Name = { Value = "Test Room" },
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Password = { Value = "password" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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});
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AddStep("change password", () => client.ChangeSettings(password: "password2"));
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AddUntilStep("local password changed", () => client.APIRoom?.Password.Value == "password2");
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}
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[Test]
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public void TestUserSetToIdleWhenBeatmapDeleted()
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{
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createRoom(() => new Room
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{
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Name = { Value = "Test Room" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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});
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pressReadyButton();
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AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
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AddUntilStep("user state is idle", () => client.LocalUser?.State == MultiplayerUserState.Idle);
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}
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[Test]
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public void TestPlayStartsWithCorrectBeatmapWhileAtSongSelect()
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{
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createRoom(() => new Room
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{
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Name = { Value = "Test Room" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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});
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pressReadyButton();
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AddStep("Enter song select", () =>
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{
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var currentSubScreen = ((Screens.OnlinePlay.Multiplayer.Multiplayer)multiplayerComponents.CurrentScreen).CurrentSubScreen;
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((MultiplayerMatchSubScreen)currentSubScreen).OpenSongSelection(client.Room?.Settings.PlaylistItemId);
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});
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AddUntilStep("wait for song select", () => this.ChildrenOfType<MultiplayerMatchSongSelect>().FirstOrDefault()?.BeatmapSetsLoaded == true);
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AddAssert("Beatmap matches current item", () => Beatmap.Value.BeatmapInfo.OnlineID == client.Room?.Playlist.First().BeatmapID);
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AddStep("Select next beatmap", () => InputManager.Key(Key.Down));
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AddUntilStep("Beatmap doesn't match current item", () => Beatmap.Value.BeatmapInfo.OnlineID != client.Room?.Playlist.First().BeatmapID);
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AddStep("start match externally", () => client.StartMatch());
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AddUntilStep("play started", () => multiplayerComponents.CurrentScreen is Player);
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AddAssert("Beatmap matches current item", () => Beatmap.Value.BeatmapInfo.OnlineID == client.Room?.Playlist.First().BeatmapID);
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}
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[Test]
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public void TestLocalPlayDoesNotStartWhileSpectatingWithNoBeatmap()
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{
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createRoom(() => new Room
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{
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Name = { Value = "Test Room" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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});
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AddStep("join other user (ready, host)", () =>
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{
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client.AddUser(new APIUser { Id = MultiplayerTestScene.PLAYER_1_ID, Username = "Other" });
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client.TransferHost(MultiplayerTestScene.PLAYER_1_ID);
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client.ChangeUserState(MultiplayerTestScene.PLAYER_1_ID, MultiplayerUserState.Ready);
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});
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AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
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ClickButtonWhenEnabled<MultiplayerSpectateButton>();
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AddUntilStep("wait for spectating user state", () => client.LocalUser?.State == MultiplayerUserState.Spectating);
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AddStep("start match externally", () => client.StartMatch());
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AddAssert("play not started", () => multiplayerComponents.IsCurrentScreen());
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}
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[Test]
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public void TestLocalPlayStartsWhileSpectatingWhenBeatmapBecomesAvailable()
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{
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createRoom(() => new Room
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{
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Name = { Value = "Test Room" },
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Playlist =
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{
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new PlaylistItem
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{
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Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
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Ruleset = { Value = new OsuRuleset().RulesetInfo },
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}
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}
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});
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AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
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AddStep("join other user (ready, host)", () =>
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{
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client.AddUser(new APIUser { Id = MultiplayerTestScene.PLAYER_1_ID, Username = "Other" });
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client.TransferHost(MultiplayerTestScene.PLAYER_1_ID);
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client.ChangeUserState(MultiplayerTestScene.PLAYER_1_ID, MultiplayerUserState.Ready);
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});
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ClickButtonWhenEnabled<MultiplayerSpectateButton>();
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AddUntilStep("wait for spectating user state", () => client.LocalUser?.State == MultiplayerUserState.Spectating);
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AddStep("start match externally", () => client.StartMatch());
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AddStep("restore beatmap", () =>
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{
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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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|
|
AddUntilStep("play started", () => multiplayerComponents.CurrentScreen is SpectatorScreen);
|
|
}
|
|
|
|
[Test]
|
|
public void TestSubScreenExitedWhenDisconnectedFromMultiplayerServer()
|
|
{
|
|
createRoom(() => new Room
|
|
{
|
|
Name = { Value = "Test Room" },
|
|
Playlist =
|
|
{
|
|
new PlaylistItem
|
|
{
|
|
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
|
|
Ruleset = { Value = new OsuRuleset().RulesetInfo },
|
|
}
|
|
}
|
|
});
|
|
|
|
AddStep("disconnect", () => client.Disconnect());
|
|
AddUntilStep("back in lounge", () => this.ChildrenOfType<LoungeSubScreen>().FirstOrDefault()?.IsCurrentScreen() == true);
|
|
}
|
|
|
|
[Test]
|
|
public void TestLeaveNavigation()
|
|
{
|
|
createRoom(() => new Room
|
|
{
|
|
Name = { Value = "Test Room" },
|
|
Playlist =
|
|
{
|
|
new PlaylistItem
|
|
{
|
|
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
|
|
Ruleset = { Value = new OsuRuleset().RulesetInfo },
|
|
AllowedMods = { new OsuModHidden() }
|
|
}
|
|
}
|
|
});
|
|
|
|
AddStep("open mod overlay", () => this.ChildrenOfType<RoomSubScreen.UserModSelectButton>().Single().TriggerClick());
|
|
|
|
AddStep("invoke on back button", () => multiplayerComponents.OnBackButton());
|
|
|
|
AddAssert("mod overlay is hidden", () => this.ChildrenOfType<UserModSelectOverlay>().Single().State.Value == Visibility.Hidden);
|
|
|
|
AddAssert("dialog overlay is hidden", () => DialogOverlay.State.Value == Visibility.Hidden);
|
|
|
|
testLeave("back button", () => multiplayerComponents.OnBackButton());
|
|
|
|
// mimics home button and OS window close
|
|
testLeave("forced exit", () => multiplayerComponents.Exit());
|
|
|
|
void testLeave(string actionName, Action action)
|
|
{
|
|
AddStep($"leave via {actionName}", action);
|
|
|
|
AddAssert("dialog overlay is visible", () => DialogOverlay.State.Value == Visibility.Visible);
|
|
|
|
AddStep("close dialog overlay", () => InputManager.Key(Key.Escape));
|
|
}
|
|
}
|
|
|
|
[Test]
|
|
public void TestGameplayFlow()
|
|
{
|
|
createRoom(() => new Room
|
|
{
|
|
Name = { Value = "Test Room" },
|
|
Playlist =
|
|
{
|
|
new PlaylistItem
|
|
{
|
|
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
|
|
Ruleset = { Value = new OsuRuleset().RulesetInfo },
|
|
}
|
|
}
|
|
});
|
|
|
|
enterGameplay();
|
|
|
|
// Gameplay runs in real-time, so we need to incrementally check if gameplay has finished in order to not time out.
|
|
for (double i = 1000; i < TestResources.QUICK_BEATMAP_LENGTH; i += 1000)
|
|
{
|
|
double time = i;
|
|
AddUntilStep($"wait for time > {i}", () => this.ChildrenOfType<GameplayClockContainer>().SingleOrDefault()?.GameplayClock.CurrentTime > time);
|
|
}
|
|
|
|
AddUntilStep("wait for results", () => multiplayerComponents.CurrentScreen is ResultsScreen);
|
|
}
|
|
|
|
[Test]
|
|
public void TestRoomSettingsReQueriedWhenJoiningRoom()
|
|
{
|
|
AddStep("create room", () =>
|
|
{
|
|
roomManager.AddServerSideRoom(new Room
|
|
{
|
|
Name = { Value = "Test Room" },
|
|
QueueMode = { Value = QueueMode.AllPlayers },
|
|
Playlist =
|
|
{
|
|
new PlaylistItem
|
|
{
|
|
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
|
|
Ruleset = { Value = new OsuRuleset().RulesetInfo },
|
|
}
|
|
}
|
|
}, API.LocalUser.Value);
|
|
});
|
|
|
|
AddStep("refresh rooms", () => this.ChildrenOfType<LoungeSubScreen>().Single().UpdateFilter());
|
|
AddUntilStep("wait for room", () => this.ChildrenOfType<DrawableRoom>().Any());
|
|
AddStep("select room", () => InputManager.Key(Key.Down));
|
|
|
|
AddStep("disable polling", () => this.ChildrenOfType<ListingPollingComponent>().Single().TimeBetweenPolls.Value = 0);
|
|
AddStep("change server-side settings", () =>
|
|
{
|
|
roomManager.ServerSideRooms[0].Name.Value = "New name";
|
|
roomManager.ServerSideRooms[0].Playlist.Add(new PlaylistItem
|
|
{
|
|
ID = 2,
|
|
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
|
|
Ruleset = { Value = new OsuRuleset().RulesetInfo },
|
|
});
|
|
});
|
|
|
|
AddStep("join room", () => InputManager.Key(Key.Enter));
|
|
AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
|
|
AddUntilStep("wait for join", () => client.RoomJoined);
|
|
|
|
AddAssert("local room has correct settings", () =>
|
|
{
|
|
var localRoom = this.ChildrenOfType<MultiplayerMatchSubScreen>().Single().Room;
|
|
return localRoom.Name.Value == roomManager.ServerSideRooms[0].Name.Value
|
|
&& localRoom.Playlist.SequenceEqual(roomManager.ServerSideRooms[0].Playlist);
|
|
});
|
|
}
|
|
|
|
[Test]
|
|
public void TestSpectatingStateResetOnBackButtonDuringGameplay()
|
|
{
|
|
createRoom(() => new Room
|
|
{
|
|
Name = { Value = "Test Room" },
|
|
QueueMode = { Value = QueueMode.AllPlayers },
|
|
Playlist =
|
|
{
|
|
new PlaylistItem
|
|
{
|
|
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
|
|
Ruleset = { Value = new OsuRuleset().RulesetInfo },
|
|
}
|
|
}
|
|
});
|
|
|
|
AddStep("set spectating state", () => client.ChangeUserState(API.LocalUser.Value.OnlineID, MultiplayerUserState.Spectating));
|
|
AddUntilStep("state set to spectating", () => client.LocalUser?.State == MultiplayerUserState.Spectating);
|
|
|
|
AddStep("join other user", () => client.AddUser(new APIUser { Id = 1234 }));
|
|
AddStep("set other user ready", () => client.ChangeUserState(1234, MultiplayerUserState.Ready));
|
|
|
|
pressReadyButton(1234);
|
|
AddUntilStep("wait for gameplay", () => (multiplayerComponents.CurrentScreen as MultiSpectatorScreen)?.IsLoaded == true);
|
|
|
|
AddStep("press back button and exit", () =>
|
|
{
|
|
multiplayerComponents.OnBackButton();
|
|
multiplayerComponents.Exit();
|
|
});
|
|
|
|
AddUntilStep("wait for return to match subscreen", () => multiplayerComponents.MultiplayerScreen.IsCurrentScreen());
|
|
AddUntilStep("user state is idle", () => client.LocalUser?.State == MultiplayerUserState.Idle);
|
|
}
|
|
|
|
[Test]
|
|
public void TestSpectatingStateNotResetOnBackButtonOutsideOfGameplay()
|
|
{
|
|
createRoom(() => new Room
|
|
{
|
|
Name = { Value = "Test Room" },
|
|
QueueMode = { Value = QueueMode.AllPlayers },
|
|
Playlist =
|
|
{
|
|
new PlaylistItem
|
|
{
|
|
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
|
|
Ruleset = { Value = new OsuRuleset().RulesetInfo },
|
|
}
|
|
}
|
|
});
|
|
|
|
AddStep("set spectating state", () => client.ChangeUserState(API.LocalUser.Value.OnlineID, MultiplayerUserState.Spectating));
|
|
AddUntilStep("state set to spectating", () => client.LocalUser?.State == MultiplayerUserState.Spectating);
|
|
|
|
AddStep("join other user", () => client.AddUser(new APIUser { Id = 1234 }));
|
|
AddStep("set other user ready", () => client.ChangeUserState(1234, MultiplayerUserState.Ready));
|
|
|
|
pressReadyButton(1234);
|
|
AddUntilStep("wait for gameplay", () => (multiplayerComponents.CurrentScreen as MultiSpectatorScreen)?.IsLoaded == true);
|
|
AddStep("set other user loaded", () => client.ChangeUserState(1234, MultiplayerUserState.Loaded));
|
|
AddStep("set other user finished play", () => client.ChangeUserState(1234, MultiplayerUserState.FinishedPlay));
|
|
|
|
AddStep("press back button and exit", () =>
|
|
{
|
|
multiplayerComponents.OnBackButton();
|
|
multiplayerComponents.Exit();
|
|
});
|
|
|
|
AddUntilStep("wait for return to match subscreen", () => multiplayerComponents.MultiplayerScreen.IsCurrentScreen());
|
|
AddWaitStep("wait for possible state change", 5);
|
|
AddUntilStep("user state is spectating", () => client.LocalUser?.State == MultiplayerUserState.Spectating);
|
|
}
|
|
|
|
[Test]
|
|
public void TestItemAddedByOtherUserDuringGameplay()
|
|
{
|
|
createRoom(() => new Room
|
|
{
|
|
Name = { Value = "Test Room" },
|
|
QueueMode = { Value = QueueMode.AllPlayers },
|
|
Playlist =
|
|
{
|
|
new PlaylistItem
|
|
{
|
|
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
|
|
Ruleset = { Value = new OsuRuleset().RulesetInfo },
|
|
}
|
|
}
|
|
});
|
|
|
|
enterGameplay();
|
|
|
|
AddStep("join other user", () => client.AddUser(new APIUser { Id = 1234 }));
|
|
AddStep("add item as other user", () => client.AddUserPlaylistItem(1234, new MultiplayerPlaylistItem(new PlaylistItem
|
|
{
|
|
BeatmapID = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo.OnlineID ?? -1
|
|
})));
|
|
|
|
AddUntilStep("item arrived in playlist", () => client.Room?.Playlist.Count == 2);
|
|
|
|
AddStep("exit gameplay as initial user", () => multiplayerComponents.MultiplayerScreen.MakeCurrent());
|
|
AddUntilStep("queue contains item", () => this.ChildrenOfType<MultiplayerQueueList>().Single().Items.Single().ID == 2);
|
|
}
|
|
|
|
[Test]
|
|
public void TestItemAddedAndDeletedByOtherUserDuringGameplay()
|
|
{
|
|
createRoom(() => new Room
|
|
{
|
|
Name = { Value = "Test Room" },
|
|
QueueMode = { Value = QueueMode.AllPlayers },
|
|
Playlist =
|
|
{
|
|
new PlaylistItem
|
|
{
|
|
Beatmap = { Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo },
|
|
Ruleset = { Value = new OsuRuleset().RulesetInfo },
|
|
}
|
|
}
|
|
});
|
|
|
|
enterGameplay();
|
|
|
|
AddStep("join other user", () => client.AddUser(new APIUser { Id = 1234 }));
|
|
AddStep("add item as other user", () => client.AddUserPlaylistItem(1234, new MultiplayerPlaylistItem(new PlaylistItem
|
|
{
|
|
BeatmapID = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First(b => b.RulesetID == 0)).BeatmapInfo.OnlineID ?? -1
|
|
})));
|
|
|
|
AddUntilStep("item arrived in playlist", () => client.Room?.Playlist.Count == 2);
|
|
|
|
AddStep("delete item as other user", () => client.RemoveUserPlaylistItem(1234, 2));
|
|
AddUntilStep("item removed from playlist", () => client.Room?.Playlist.Count == 1);
|
|
|
|
AddStep("exit gameplay as initial user", () => multiplayerComponents.MultiplayerScreen.MakeCurrent());
|
|
AddUntilStep("queue is empty", () => this.ChildrenOfType<MultiplayerQueueList>().Single().Items.Count == 0);
|
|
}
|
|
|
|
private void enterGameplay()
|
|
{
|
|
pressReadyButton();
|
|
pressReadyButton();
|
|
AddUntilStep("wait for player", () => multiplayerComponents.CurrentScreen is Player);
|
|
}
|
|
|
|
private ReadyButton readyButton => this.ChildrenOfType<ReadyButton>().Single();
|
|
|
|
private void pressReadyButton(int? playingUserId = null)
|
|
{
|
|
// Can't use ClickButtonWhenEnabled<> due to needing to store the state after the button is enabled.
|
|
|
|
AddUntilStep("wait for ready button to be enabled", () => readyButton.Enabled.Value);
|
|
|
|
MultiplayerUserState lastState = MultiplayerUserState.Idle;
|
|
MultiplayerRoomUser user = null;
|
|
|
|
AddStep("click ready button", () =>
|
|
{
|
|
user = playingUserId == null ? client.LocalUser : client.Room?.Users.Single(u => u.UserID == playingUserId);
|
|
lastState = user?.State ?? MultiplayerUserState.Idle;
|
|
|
|
InputManager.MoveMouseTo(readyButton);
|
|
InputManager.Click(MouseButton.Left);
|
|
});
|
|
|
|
AddUntilStep("wait for state change", () => user?.State != lastState);
|
|
}
|
|
|
|
private void createRoom(Func<Room> room)
|
|
{
|
|
AddUntilStep("wait for lounge", () => multiplayerComponents.ChildrenOfType<LoungeSubScreen>().SingleOrDefault()?.IsLoaded == true);
|
|
AddStep("open room", () => multiplayerComponents.ChildrenOfType<LoungeSubScreen>().Single().Open(room()));
|
|
|
|
AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
|
|
AddWaitStep("wait for transition", 2);
|
|
|
|
ClickButtonWhenEnabled<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>();
|
|
|
|
AddUntilStep("wait for join", () => client.RoomJoined);
|
|
}
|
|
}
|
|
}
|