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156 lines
7.2 KiB
C#
156 lines
7.2 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.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Catch;
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using osu.Game.Rulesets.Mods;
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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;
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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.Play;
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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 partial class TestSceneAllPlayersQueueMode : QueueModeTestScene
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{
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protected override QueueMode Mode => QueueMode.AllPlayers;
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[Test]
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public void TestFirstItemSelectedByDefault()
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{
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AddUntilStep("first item selected", () => MultiplayerClient.ClientRoom?.Settings.PlaylistItemId == MultiplayerClient.ClientAPIRoom?.Playlist[0].ID);
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}
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[Test]
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public void TestItemAddedToTheEndOfQueue()
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{
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addItem(() => OtherBeatmap);
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AddUntilStep("playlist has 2 items", () => MultiplayerClient.ClientAPIRoom?.Playlist.Count == 2);
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addItem(() => InitialBeatmap);
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AddUntilStep("playlist has 3 items", () => MultiplayerClient.ClientAPIRoom?.Playlist.Count == 3);
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AddUntilStep("first item still selected", () => MultiplayerClient.ClientRoom?.Settings.PlaylistItemId == MultiplayerClient.ClientAPIRoom?.Playlist[0].ID);
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}
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[Test]
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public void TestSingleItemExpiredAfterGameplay()
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{
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RunGameplay();
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AddUntilStep("playlist has only one item", () => MultiplayerClient.ClientAPIRoom?.Playlist.Count == 1);
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AddUntilStep("playlist item is expired", () => MultiplayerClient.ClientAPIRoom?.Playlist[0].Expired == true);
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AddUntilStep("last item selected", () => MultiplayerClient.ClientRoom?.Settings.PlaylistItemId == MultiplayerClient.ClientAPIRoom?.Playlist[0].ID);
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}
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[Test]
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public void TestNextItemSelectedAfterGameplayFinish()
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{
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addItem(() => OtherBeatmap);
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addItem(() => InitialBeatmap);
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RunGameplay();
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AddUntilStep("first item expired", () => MultiplayerClient.ClientAPIRoom?.Playlist[0].Expired == true);
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AddUntilStep("next item selected", () => MultiplayerClient.ClientRoom?.Settings.PlaylistItemId == MultiplayerClient.ClientAPIRoom?.Playlist[1].ID);
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RunGameplay();
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AddUntilStep("second item expired", () => MultiplayerClient.ClientAPIRoom?.Playlist[1].Expired == true);
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AddUntilStep("next item selected", () => MultiplayerClient.ClientRoom?.Settings.PlaylistItemId == MultiplayerClient.ClientAPIRoom?.Playlist[2].ID);
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}
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[Test]
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public void TestItemsNotClearedWhenSwitchToHostOnlyMode()
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{
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addItem(() => OtherBeatmap);
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addItem(() => InitialBeatmap);
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// Move to the "other" beatmap.
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RunGameplay();
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AddStep("change queue mode", () => MultiplayerClient.ChangeSettings(queueMode: QueueMode.HostOnly));
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AddUntilStep("playlist has 3 items", () => MultiplayerClient.ClientAPIRoom?.Playlist.Count == 3);
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AddUntilStep("item 2 is not expired", () => MultiplayerClient.ClientAPIRoom?.Playlist[1].Expired == false);
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AddUntilStep("current item is the other beatmap", () => MultiplayerClient.ClientRoom?.Settings.PlaylistItemId == 2);
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}
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[Test]
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public void TestCorrectItemSelectedAfterNewItemAdded()
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{
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addItem(() => OtherBeatmap);
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AddUntilStep("selected beatmap is initial beatmap", () => Beatmap.Value.BeatmapInfo.OnlineID == InitialBeatmap.OnlineID);
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}
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[Test]
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public void TestCorrectRulesetSelectedAfterNewItemAdded()
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{
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addItem(() => OtherBeatmap, new CatchRuleset().RulesetInfo);
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AddUntilStep("selected beatmap is initial beatmap", () => Beatmap.Value.BeatmapInfo.OnlineID == InitialBeatmap.OnlineID);
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AddUntilStep("wait for idle", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Idle);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("wait for ready", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("wait for player", () => CurrentScreen is Player player && player.IsLoaded);
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AddAssert("ruleset is correct", () => ((Player)CurrentScreen).Ruleset.Value.Equals(new OsuRuleset().RulesetInfo));
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AddStep("exit player", () => CurrentScreen.Exit());
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}
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[Test]
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public void TestCorrectModsSelectedAfterNewItemAdded()
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{
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addItem(() => OtherBeatmap, mods: new Mod[] { new OsuModDoubleTime() });
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AddUntilStep("selected beatmap is initial beatmap", () => Beatmap.Value.BeatmapInfo.OnlineID == InitialBeatmap.OnlineID);
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AddUntilStep("wait for idle", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Idle);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("wait for ready", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("wait for player", () => CurrentScreen is Player player && player.IsLoaded);
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AddAssert("mods are correct", () => !((Player)CurrentScreen).Mods.Value.Any());
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AddStep("exit player", () => CurrentScreen.Exit());
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}
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private void addItem(Func<BeatmapInfo> beatmap, RulesetInfo? ruleset = null, IReadOnlyList<Mod>? mods = null)
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{
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Screens.Select.SongSelect? songSelect = null;
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AddStep("click add button", () =>
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{
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InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerMatchSubScreen.AddItemButton>().Single());
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InputManager.Click(MouseButton.Left);
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});
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AddUntilStep("wait for song select", () => (songSelect = CurrentSubScreen as Screens.Select.SongSelect) != null);
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AddUntilStep("wait for loaded", () => songSelect.AsNonNull().BeatmapSetsLoaded);
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AddUntilStep("wait for ongoing operation to complete", () => !(CurrentScreen as OnlinePlayScreen).ChildrenOfType<OngoingOperationTracker>().Single().InProgress.Value);
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if (ruleset != null)
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AddStep($"set {ruleset.Name} ruleset", () => songSelect.AsNonNull().Ruleset.Value = ruleset);
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if (mods != null)
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AddStep($"set mods to {string.Join(",", mods.Select(m => m.Acronym))}", () => songSelect.AsNonNull().Mods.Value = mods);
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AddStep("select other beatmap", () => songSelect.AsNonNull().FinaliseSelection(beatmap()));
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AddUntilStep("wait for return to match", () => CurrentSubScreen is MultiplayerMatchSubScreen);
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}
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}
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}
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