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9aff646ff4
This adds the "wait for enabled" check in a way that can be easily reused, as it keeps getting missed in test implementations. This particular commit hopefully fixes https://github.com/ppy/osu/runs/4583845033?check_suite_focus=true.
222 lines
8.2 KiB
C#
222 lines
8.2 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.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.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Platform;
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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.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.Rulesets;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
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using osu.Game.Tests.Resources;
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using osuTK;
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namespace osu.Game.Tests.Visual.Multiplayer
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{
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public class TestSceneMultiplayerReadyButton : MultiplayerTestScene
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{
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private MultiplayerReadyButton button;
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private BeatmapSetInfo importedSet;
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private readonly Bindable<PlaylistItem> selectedItem = new Bindable<PlaylistItem>();
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private BeatmapManager beatmaps;
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private RulesetStore rulesets;
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private IDisposable readyClickOperation;
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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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beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).Wait();
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}
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[SetUp]
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public new void Setup() => Schedule(() =>
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{
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AvailabilityTracker.SelectedItem.BindTo(selectedItem);
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importedSet = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First();
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Beatmap.Value = beatmaps.GetWorkingBeatmap(importedSet.Beatmaps.First());
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selectedItem.Value = new PlaylistItem
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{
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Beatmap = { Value = Beatmap.Value.BeatmapInfo },
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Ruleset = { Value = Beatmap.Value.BeatmapInfo.Ruleset },
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};
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if (button != null)
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Remove(button);
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Add(button = new MultiplayerReadyButton
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(200, 50),
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OnReadyClick = () =>
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{
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readyClickOperation = OngoingOperationTracker.BeginOperation();
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Task.Run(async () =>
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{
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if (Client.IsHost && Client.LocalUser?.State == MultiplayerUserState.Ready)
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{
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await Client.StartMatch();
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return;
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}
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await Client.ToggleReady();
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readyClickOperation.Dispose();
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});
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}
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});
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});
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[Test]
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public void TestDeletedBeatmapDisableReady()
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{
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OsuButton readyButton = null;
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AddAssert("ensure ready button enabled", () =>
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{
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readyButton = button.ChildrenOfType<OsuButton>().Single();
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return readyButton.Enabled.Value;
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});
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AddStep("delete beatmap", () => beatmaps.Delete(importedSet));
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AddAssert("ready button disabled", () => !readyButton.Enabled.Value);
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AddStep("undelete beatmap", () => beatmaps.Undelete(importedSet));
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AddAssert("ready button enabled back", () => readyButton.Enabled.Value);
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}
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[Test]
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public void TestToggleStateWhenNotHost()
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{
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AddStep("add second user as host", () =>
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{
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Client.AddUser(new APIUser { Id = 2, Username = "Another user" });
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Client.TransferHost(2);
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});
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("user is idle", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle);
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}
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[TestCase(true)]
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[TestCase(false)]
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public void TestToggleStateWhenHost(bool allReady)
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{
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AddStep("setup", () =>
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{
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Client.TransferHost(Client.Room?.Users[0].UserID ?? 0);
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if (!allReady)
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Client.AddUser(new APIUser { Id = 2, Username = "Another user" });
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});
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready);
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verifyGameplayStartFlow();
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}
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[Test]
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public void TestBecomeHostWhileReady()
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{
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AddStep("add host", () =>
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{
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Client.AddUser(new APIUser { Id = 2, Username = "Another user" });
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Client.TransferHost(2);
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});
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddStep("make user host", () => Client.TransferHost(Client.Room?.Users[0].UserID ?? 0));
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verifyGameplayStartFlow();
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}
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[Test]
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public void TestLoseHostWhileReady()
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{
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AddStep("setup", () =>
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{
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Client.TransferHost(Client.Room?.Users[0].UserID ?? 0);
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Client.AddUser(new APIUser { Id = 2, Username = "Another user" });
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});
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready);
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AddStep("transfer host", () => Client.TransferHost(Client.Room?.Users[1].UserID ?? 0));
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("user is idle (match not started)", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle);
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AddAssert("ready button enabled", () => button.ChildrenOfType<OsuButton>().Single().Enabled.Value);
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}
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[TestCase(true)]
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[TestCase(false)]
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public void TestManyUsersChangingState(bool isHost)
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{
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const int users = 10;
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AddStep("setup", () =>
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{
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Client.TransferHost(Client.Room?.Users[0].UserID ?? 0);
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for (int i = 0; i < users; i++)
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Client.AddUser(new APIUser { Id = i, Username = "Another user" });
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});
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if (!isHost)
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AddStep("transfer host", () => Client.TransferHost(2));
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddRepeatStep("change user ready state", () =>
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{
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Client.ChangeUserState(RNG.Next(0, users), RNG.NextBool() ? MultiplayerUserState.Ready : MultiplayerUserState.Idle);
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}, 20);
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AddRepeatStep("ready all users", () =>
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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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}, users);
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}
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private void verifyGameplayStartFlow()
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{
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AddUntilStep("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("user waiting for load", () => Client.Room?.Users[0].State == MultiplayerUserState.WaitingForLoad);
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AddAssert("ready button disabled", () => !button.ChildrenOfType<OsuButton>().Single().Enabled.Value);
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AddStep("transitioned to gameplay", () => readyClickOperation.Dispose());
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AddStep("finish gameplay", () =>
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{
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Client.ChangeUserState(Client.Room?.Users[0].UserID ?? 0, MultiplayerUserState.Loaded);
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Client.ChangeUserState(Client.Room?.Users[0].UserID ?? 0, MultiplayerUserState.FinishedPlay);
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});
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AddUntilStep("ready button enabled", () => button.ChildrenOfType<OsuButton>().Single().Enabled.Value);
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}
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}
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}
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