mirror of
https://github.com/ppy/osu.git
synced 2024-12-22 13:32:55 +08:00
484 lines
19 KiB
C#
484 lines
19 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
|
// See the LICENCE file in the repository root for full licence text.
|
|
|
|
#nullable disable
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using NUnit.Framework;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Extensions;
|
|
using osu.Framework.Extensions.ObjectExtensions;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Testing;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Online.API.Requests.Responses;
|
|
using osu.Game.Online.Multiplayer;
|
|
using osu.Game.Online.Multiplayer.MatchTypes.TeamVersus;
|
|
using osu.Game.Rulesets.UI;
|
|
using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
|
|
using osu.Game.Screens.Play;
|
|
using osu.Game.Screens.Play.HUD;
|
|
using osu.Game.Screens.Play.PlayerSettings;
|
|
using osu.Game.Storyboards;
|
|
using osu.Game.Tests.Beatmaps.IO;
|
|
using osuTK;
|
|
using osuTK.Graphics;
|
|
|
|
namespace osu.Game.Tests.Visual.Multiplayer
|
|
{
|
|
public class TestSceneMultiSpectatorScreen : MultiplayerTestScene
|
|
{
|
|
[Resolved]
|
|
private OsuGameBase game { get; set; }
|
|
|
|
[Resolved]
|
|
private OsuConfigManager config { get; set; }
|
|
|
|
[Resolved]
|
|
private BeatmapManager beatmapManager { get; set; }
|
|
|
|
private MultiSpectatorScreen spectatorScreen;
|
|
|
|
private readonly List<MultiplayerRoomUser> playingUsers = new List<MultiplayerRoomUser>();
|
|
|
|
private BeatmapSetInfo importedSet;
|
|
private BeatmapInfo importedBeatmap;
|
|
private int importedBeatmapId;
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load()
|
|
{
|
|
importedSet = BeatmapImportHelper.LoadOszIntoOsu(game, virtualTrack: true).GetResultSafely();
|
|
importedBeatmap = importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0);
|
|
importedBeatmapId = importedBeatmap.OnlineID;
|
|
}
|
|
|
|
[SetUp]
|
|
public new void Setup() => Schedule(() => playingUsers.Clear());
|
|
|
|
[Test]
|
|
public void TestDelayedStart()
|
|
{
|
|
AddStep("start players silently", () =>
|
|
{
|
|
OnlinePlayDependencies.MultiplayerClient.AddUser(new APIUser { Id = PLAYER_1_ID }, true);
|
|
OnlinePlayDependencies.MultiplayerClient.AddUser(new APIUser { Id = PLAYER_2_ID }, true);
|
|
|
|
playingUsers.Add(new MultiplayerRoomUser(PLAYER_1_ID));
|
|
playingUsers.Add(new MultiplayerRoomUser(PLAYER_2_ID));
|
|
});
|
|
|
|
loadSpectateScreen(false);
|
|
|
|
AddWaitStep("wait a bit", 10);
|
|
AddStep("load player first_player_id", () => SpectatorClient.SendStartPlay(PLAYER_1_ID, importedBeatmapId));
|
|
AddUntilStep("one player added", () => spectatorScreen.ChildrenOfType<Player>().Count() == 1);
|
|
|
|
AddWaitStep("wait a bit", 10);
|
|
AddStep("load player second_player_id", () => SpectatorClient.SendStartPlay(PLAYER_2_ID, importedBeatmapId));
|
|
AddUntilStep("two players added", () => spectatorScreen.ChildrenOfType<Player>().Count() == 2);
|
|
}
|
|
|
|
[Test]
|
|
public void TestGeneral()
|
|
{
|
|
int[] userIds = getPlayerIds(4);
|
|
|
|
start(userIds);
|
|
loadSpectateScreen();
|
|
|
|
sendFrames(userIds, 1000);
|
|
AddWaitStep("wait a bit", 20);
|
|
}
|
|
|
|
[Test]
|
|
public void TestSpectatorPlayerInteractiveElementsHidden()
|
|
{
|
|
HUDVisibilityMode originalConfigValue = default;
|
|
|
|
AddStep("get original config hud visibility", () => originalConfigValue = config.Get<HUDVisibilityMode>(OsuSetting.HUDVisibilityMode));
|
|
AddStep("set config hud visibility to always", () => config.SetValue(OsuSetting.HUDVisibilityMode, HUDVisibilityMode.Always));
|
|
|
|
start(new[] { PLAYER_1_ID, PLAYER_2_ID });
|
|
loadSpectateScreen(false);
|
|
|
|
AddUntilStep("wait for player loaders", () => this.ChildrenOfType<PlayerLoader>().Count() == 2);
|
|
AddAssert("all player loader settings hidden", () => this.ChildrenOfType<PlayerLoader>().All(l => !l.ChildrenOfType<FillFlowContainer<PlayerSettingsGroup>>().Any()));
|
|
|
|
AddUntilStep("wait for players to load", () => spectatorScreen.AllPlayersLoaded);
|
|
|
|
// components wrapped in skinnable target containers load asynchronously, potentially taking more than one frame to load.
|
|
// therefore use until step rather than direct assert to account for that.
|
|
AddUntilStep("all interactive elements removed", () => this.ChildrenOfType<Player>().All(p =>
|
|
!p.ChildrenOfType<PlayerSettingsOverlay>().Any() &&
|
|
!p.ChildrenOfType<HoldForMenuButton>().Any() &&
|
|
p.ChildrenOfType<SongProgressBar>().SingleOrDefault()?.ShowHandle == false));
|
|
|
|
AddStep("restore config hud visibility", () => config.SetValue(OsuSetting.HUDVisibilityMode, originalConfigValue));
|
|
}
|
|
|
|
[Test]
|
|
public void TestTeamDisplay()
|
|
{
|
|
AddStep("start players", () =>
|
|
{
|
|
var player1 = OnlinePlayDependencies.MultiplayerClient.AddUser(new APIUser { Id = PLAYER_1_ID }, true);
|
|
player1.MatchState = new TeamVersusUserState
|
|
{
|
|
TeamID = 0,
|
|
};
|
|
|
|
var player2 = OnlinePlayDependencies.MultiplayerClient.AddUser(new APIUser { Id = PLAYER_2_ID }, true);
|
|
player2.MatchState = new TeamVersusUserState
|
|
{
|
|
TeamID = 1,
|
|
};
|
|
|
|
SpectatorClient.SendStartPlay(player1.UserID, importedBeatmapId);
|
|
SpectatorClient.SendStartPlay(player2.UserID, importedBeatmapId);
|
|
|
|
playingUsers.Add(player1);
|
|
playingUsers.Add(player2);
|
|
});
|
|
|
|
loadSpectateScreen();
|
|
|
|
sendFrames(PLAYER_1_ID, 1000);
|
|
sendFrames(PLAYER_2_ID, 1000);
|
|
|
|
AddWaitStep("wait a bit", 20);
|
|
}
|
|
|
|
[Test]
|
|
public void TestTimeDoesNotProgressWhileAllPlayersPaused()
|
|
{
|
|
start(new[] { PLAYER_1_ID, PLAYER_2_ID });
|
|
loadSpectateScreen();
|
|
|
|
sendFrames(PLAYER_1_ID, 40);
|
|
sendFrames(PLAYER_2_ID, 20);
|
|
|
|
checkPaused(PLAYER_2_ID, true);
|
|
checkPausedInstant(PLAYER_1_ID, false);
|
|
AddAssert("master clock still running", () => this.ChildrenOfType<MasterGameplayClockContainer>().Single().IsRunning);
|
|
|
|
checkPaused(PLAYER_1_ID, true);
|
|
AddUntilStep("master clock paused", () => !this.ChildrenOfType<MasterGameplayClockContainer>().Single().IsRunning);
|
|
}
|
|
|
|
[Test]
|
|
public void TestPlayersMustStartSimultaneously()
|
|
{
|
|
start(new[] { PLAYER_1_ID, PLAYER_2_ID });
|
|
loadSpectateScreen();
|
|
|
|
// Send frames for one player only, both should remain paused.
|
|
sendFrames(PLAYER_1_ID, 20);
|
|
checkPausedInstant(PLAYER_1_ID, true);
|
|
checkPausedInstant(PLAYER_2_ID, true);
|
|
|
|
// Send frames for the other player, both should now start playing.
|
|
sendFrames(PLAYER_2_ID, 20);
|
|
checkPausedInstant(PLAYER_1_ID, false);
|
|
checkPausedInstant(PLAYER_2_ID, false);
|
|
}
|
|
|
|
[Test]
|
|
public void TestPlayersDoNotStartSimultaneouslyIfBufferingForMaximumStartDelay()
|
|
{
|
|
start(new[] { PLAYER_1_ID, PLAYER_2_ID });
|
|
loadSpectateScreen();
|
|
|
|
// Send frames for one player only, both should remain paused.
|
|
sendFrames(PLAYER_1_ID, 1000);
|
|
checkPausedInstant(PLAYER_1_ID, true);
|
|
checkPausedInstant(PLAYER_2_ID, true);
|
|
|
|
// Wait for the start delay seconds...
|
|
AddWaitStep("wait maximum start delay seconds", (int)(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
|
|
|
|
// Player 1 should start playing by itself, player 2 should remain paused.
|
|
checkPausedInstant(PLAYER_1_ID, false);
|
|
checkPausedInstant(PLAYER_2_ID, true);
|
|
}
|
|
|
|
[Test]
|
|
public void TestPlayersContinueWhileOthersBuffer()
|
|
{
|
|
start(new[] { PLAYER_1_ID, PLAYER_2_ID });
|
|
loadSpectateScreen();
|
|
|
|
// Send initial frames for both players. A few more for player 1.
|
|
sendFrames(PLAYER_1_ID, 20);
|
|
sendFrames(PLAYER_2_ID);
|
|
checkPausedInstant(PLAYER_1_ID, false);
|
|
checkPausedInstant(PLAYER_2_ID, false);
|
|
|
|
// Eventually player 2 will pause, player 1 must remain running.
|
|
checkPaused(PLAYER_2_ID, true);
|
|
checkPausedInstant(PLAYER_1_ID, false);
|
|
|
|
// Eventually both players will run out of frames and should pause.
|
|
checkPaused(PLAYER_1_ID, true);
|
|
checkPausedInstant(PLAYER_2_ID, true);
|
|
|
|
// Send more frames for the first player only. Player 1 should start playing with player 2 remaining paused.
|
|
sendFrames(PLAYER_1_ID, 20);
|
|
checkPausedInstant(PLAYER_2_ID, true);
|
|
checkPausedInstant(PLAYER_1_ID, false);
|
|
|
|
// Send more frames for the second player. Both should be playing
|
|
sendFrames(PLAYER_2_ID, 20);
|
|
checkPausedInstant(PLAYER_2_ID, false);
|
|
checkPausedInstant(PLAYER_1_ID, false);
|
|
}
|
|
|
|
[Test]
|
|
public void TestPlayersCatchUpAfterFallingBehind()
|
|
{
|
|
start(new[] { PLAYER_1_ID, PLAYER_2_ID });
|
|
loadSpectateScreen();
|
|
|
|
// Send initial frames for both players. A few more for player 1.
|
|
sendFrames(PLAYER_1_ID, 1000);
|
|
sendFrames(PLAYER_2_ID, 30);
|
|
checkPausedInstant(PLAYER_1_ID, false);
|
|
checkPausedInstant(PLAYER_2_ID, false);
|
|
|
|
// Eventually player 2 will run out of frames and should pause.
|
|
checkPaused(PLAYER_2_ID, true);
|
|
AddWaitStep("wait a few more frames", 10);
|
|
|
|
// Send more frames for player 2. It should unpause.
|
|
sendFrames(PLAYER_2_ID, 1000);
|
|
checkPausedInstant(PLAYER_2_ID, false);
|
|
|
|
// Player 2 should catch up to player 1 after unpausing.
|
|
waitForCatchup(PLAYER_2_ID);
|
|
AddWaitStep("wait a bit", 10);
|
|
}
|
|
|
|
[Test]
|
|
public void TestMostInSyncUserIsAudioSource()
|
|
{
|
|
start(new[] { PLAYER_1_ID, PLAYER_2_ID });
|
|
loadSpectateScreen();
|
|
|
|
assertMuted(PLAYER_1_ID, true);
|
|
assertMuted(PLAYER_2_ID, true);
|
|
|
|
sendFrames(PLAYER_1_ID);
|
|
sendFrames(PLAYER_2_ID, 20);
|
|
checkPaused(PLAYER_1_ID, false);
|
|
assertOneNotMuted();
|
|
|
|
checkPaused(PLAYER_1_ID, true);
|
|
assertMuted(PLAYER_1_ID, true);
|
|
assertMuted(PLAYER_2_ID, false);
|
|
|
|
sendFrames(PLAYER_1_ID, 100);
|
|
waitForCatchup(PLAYER_1_ID);
|
|
checkPaused(PLAYER_2_ID, true);
|
|
assertMuted(PLAYER_1_ID, false);
|
|
assertMuted(PLAYER_2_ID, true);
|
|
|
|
sendFrames(PLAYER_2_ID, 100);
|
|
waitForCatchup(PLAYER_2_ID);
|
|
assertMuted(PLAYER_1_ID, false);
|
|
assertMuted(PLAYER_2_ID, true);
|
|
}
|
|
|
|
[Test]
|
|
public void TestSpectatingDuringGameplay()
|
|
{
|
|
int[] players = { PLAYER_1_ID, PLAYER_2_ID };
|
|
|
|
start(players);
|
|
sendFrames(players, 300);
|
|
|
|
loadSpectateScreen();
|
|
sendFrames(players, 300);
|
|
|
|
AddUntilStep("playing from correct point in time", () => this.ChildrenOfType<DrawableRuleset>().All(r => r.FrameStableClock.CurrentTime > 30000));
|
|
}
|
|
|
|
[Test]
|
|
public void TestSpectatingDuringGameplayWithLateFrames()
|
|
{
|
|
start(new[] { PLAYER_1_ID, PLAYER_2_ID });
|
|
sendFrames(new[] { PLAYER_1_ID, PLAYER_2_ID }, 300);
|
|
|
|
loadSpectateScreen();
|
|
sendFrames(PLAYER_1_ID, 300);
|
|
|
|
AddWaitStep("wait maximum start delay seconds", (int)(CatchUpSyncManager.MAXIMUM_START_DELAY / TimePerAction));
|
|
checkPaused(PLAYER_1_ID, false);
|
|
|
|
sendFrames(PLAYER_2_ID, 300);
|
|
AddUntilStep("player 2 playing from correct point in time", () => getPlayer(PLAYER_2_ID).ChildrenOfType<DrawableRuleset>().Single().FrameStableClock.CurrentTime > 30000);
|
|
}
|
|
|
|
[Test]
|
|
public void TestPlayersLeaveWhileSpectating()
|
|
{
|
|
start(getPlayerIds(4));
|
|
sendFrames(getPlayerIds(4), 300);
|
|
|
|
loadSpectateScreen();
|
|
|
|
for (int count = 3; count >= 0; count--)
|
|
{
|
|
int id = PLAYER_1_ID + count;
|
|
|
|
end(id);
|
|
AddUntilStep($"{id} area grayed", () => getInstance(id).Colour != Color4.White);
|
|
AddUntilStep($"{id} score quit set", () => getLeaderboardScore(id).HasQuit.Value);
|
|
sendFrames(getPlayerIds(count), 300);
|
|
}
|
|
|
|
Player player = null;
|
|
|
|
AddStep($"get {PLAYER_1_ID} player instance", () => player = getInstance(PLAYER_1_ID).ChildrenOfType<Player>().Single());
|
|
|
|
start(new[] { PLAYER_1_ID });
|
|
sendFrames(PLAYER_1_ID, 300);
|
|
|
|
AddAssert($"{PLAYER_1_ID} player instance still same", () => getInstance(PLAYER_1_ID).ChildrenOfType<Player>().Single() == player);
|
|
AddAssert($"{PLAYER_1_ID} area still grayed", () => getInstance(PLAYER_1_ID).Colour != Color4.White);
|
|
AddAssert($"{PLAYER_1_ID} score quit still set", () => getLeaderboardScore(PLAYER_1_ID).HasQuit.Value);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tests spectating with a beatmap that has a high <see cref="BeatmapInfo.AudioLeadIn"/> value.
|
|
/// </summary>
|
|
[Test]
|
|
public void TestAudioLeadIn() => testLeadIn(b => b.BeatmapInfo.AudioLeadIn = 2000);
|
|
|
|
/// <summary>
|
|
/// Tests spectating with a beatmap that has a storyboard element with a negative start time (i.e. intro storyboard element).
|
|
/// </summary>
|
|
[Test]
|
|
public void TestIntroStoryboardElement() => testLeadIn(b =>
|
|
{
|
|
var sprite = new StoryboardSprite("unknown", Anchor.TopLeft, Vector2.Zero);
|
|
sprite.TimelineGroup.Alpha.Add(Easing.None, -2000, 0, 0, 1);
|
|
b.Storyboard.GetLayer("Background").Add(sprite);
|
|
});
|
|
|
|
private void testLeadIn(Action<WorkingBeatmap> applyToBeatmap = null)
|
|
{
|
|
start(PLAYER_1_ID);
|
|
|
|
loadSpectateScreen(false, applyToBeatmap);
|
|
|
|
// to ensure negative gameplay start time does not affect spectator, send frames exactly after StartGameplay().
|
|
// (similar to real spectating sessions in which the first frames get sent between StartGameplay() and player load complete)
|
|
AddStep("send frames at gameplay start", () => getInstance(PLAYER_1_ID).OnGameplayStarted += () => SpectatorClient.SendFramesFromUser(PLAYER_1_ID, 100));
|
|
|
|
AddUntilStep("wait for player load", () => spectatorScreen.AllPlayersLoaded);
|
|
|
|
AddWaitStep("wait for progression", 3);
|
|
|
|
assertNotCatchingUp(PLAYER_1_ID);
|
|
assertRunning(PLAYER_1_ID);
|
|
}
|
|
|
|
private void loadSpectateScreen(bool waitForPlayerLoad = true, Action<WorkingBeatmap> applyToBeatmap = null)
|
|
{
|
|
AddStep("load screen", () =>
|
|
{
|
|
Beatmap.Value = beatmapManager.GetWorkingBeatmap(importedBeatmap);
|
|
Ruleset.Value = importedBeatmap.Ruleset;
|
|
|
|
applyToBeatmap?.Invoke(Beatmap.Value);
|
|
|
|
LoadScreen(spectatorScreen = new MultiSpectatorScreen(SelectedRoom.Value, playingUsers.ToArray()));
|
|
});
|
|
|
|
AddUntilStep("wait for screen load", () => spectatorScreen.LoadState == LoadState.Loaded && (!waitForPlayerLoad || spectatorScreen.AllPlayersLoaded));
|
|
}
|
|
|
|
private void start(int userId, int? beatmapId = null) => start(new[] { userId }, beatmapId);
|
|
|
|
private void start(int[] userIds, int? beatmapId = null)
|
|
{
|
|
AddStep("start play", () =>
|
|
{
|
|
foreach (int id in userIds)
|
|
{
|
|
var user = new MultiplayerRoomUser(id)
|
|
{
|
|
User = new APIUser { Id = id },
|
|
};
|
|
|
|
OnlinePlayDependencies.MultiplayerClient.AddUser(user.User, true);
|
|
SpectatorClient.SendStartPlay(id, beatmapId ?? importedBeatmapId);
|
|
|
|
playingUsers.Add(user);
|
|
}
|
|
});
|
|
}
|
|
|
|
private void end(int userId)
|
|
{
|
|
AddStep($"end play for {userId}", () =>
|
|
{
|
|
var user = playingUsers.Single(u => u.UserID == userId);
|
|
|
|
OnlinePlayDependencies.MultiplayerClient.RemoveUser(user.User.AsNonNull());
|
|
SpectatorClient.SendEndPlay(userId);
|
|
|
|
playingUsers.Remove(user);
|
|
});
|
|
}
|
|
|
|
private void sendFrames(int userId, int count = 10) => sendFrames(new[] { userId }, count);
|
|
|
|
private void sendFrames(int[] userIds, int count = 10)
|
|
{
|
|
AddStep("send frames", () =>
|
|
{
|
|
foreach (int id in userIds)
|
|
SpectatorClient.SendFramesFromUser(id, count);
|
|
});
|
|
}
|
|
|
|
private void checkPaused(int userId, bool state)
|
|
=> AddUntilStep($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state);
|
|
|
|
private void checkPausedInstant(int userId, bool state)
|
|
{
|
|
checkPaused(userId, state);
|
|
|
|
// Todo: The following should work, but is broken because SpectatorScreen retrieves the WorkingBeatmap via the BeatmapManager, bypassing the test scene clock and running real-time.
|
|
// AddAssert($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().GameplayClock.IsRunning != state);
|
|
}
|
|
|
|
private void assertOneNotMuted() => AddAssert("one player not muted", () => spectatorScreen.ChildrenOfType<PlayerArea>().Count(p => !p.Mute) == 1);
|
|
|
|
private void assertMuted(int userId, bool muted)
|
|
=> AddAssert($"{userId} {(muted ? "is" : "is not")} muted", () => getInstance(userId).Mute == muted);
|
|
|
|
private void assertRunning(int userId)
|
|
=> AddAssert($"{userId} clock running", () => getInstance(userId).GameplayClock.IsRunning);
|
|
|
|
private void assertNotCatchingUp(int userId)
|
|
=> AddAssert($"{userId} in sync", () => !getInstance(userId).GameplayClock.IsCatchingUp);
|
|
|
|
private void waitForCatchup(int userId)
|
|
=> AddUntilStep($"{userId} not catching up", () => !getInstance(userId).GameplayClock.IsCatchingUp);
|
|
|
|
private Player getPlayer(int userId) => getInstance(userId).ChildrenOfType<Player>().Single();
|
|
|
|
private PlayerArea getInstance(int userId) => spectatorScreen.ChildrenOfType<PlayerArea>().Single(p => p.UserId == userId);
|
|
|
|
private GameplayLeaderboardScore getLeaderboardScore(int userId) => spectatorScreen.ChildrenOfType<GameplayLeaderboardScore>().Single(s => s.User?.Id == userId);
|
|
|
|
private int[] getPlayerIds(int count) => Enumerable.Range(PLAYER_1_ID, count).ToArray();
|
|
}
|
|
}
|