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435 lines
16 KiB
C#
435 lines
16 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.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Localisation;
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using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Online.Spectator;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Replays;
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using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
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using osu.Game.Screens;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD.JudgementCounter;
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using osu.Game.Tests.Beatmaps.IO;
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using osu.Game.Tests.Gameplay;
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using osu.Game.Tests.Visual.Multiplayer;
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using osu.Game.Tests.Visual.Spectator;
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using osuTK;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public partial class TestSceneSpectator : ScreenTestScene
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{
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private readonly APIUser streamingUser = new APIUser { Id = MultiplayerTestScene.PLAYER_1_ID, Username = "Test user" };
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[Cached(typeof(UserLookupCache))]
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private UserLookupCache lookupCache = new TestUserLookupCache();
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// used just to show beatmap card for the time being.
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protected override bool UseOnlineAPI => true;
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[Resolved]
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private OsuGameBase game { get; set; } = null!;
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private TestSpectatorClient spectatorClient => dependenciesScreen.SpectatorClient;
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private DependenciesScreen dependenciesScreen = null!;
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private SoloSpectatorScreen spectatorScreen = null!;
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private BeatmapSetInfo importedBeatmap = null!;
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private int importedBeatmapId;
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[SetUpSteps]
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public void SetupSteps()
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{
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AddStep("load dependencies", () =>
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{
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LoadScreen(dependenciesScreen = new DependenciesScreen());
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// The dependencies screen gets suspended so it stops receiving updates. So its children are manually added to the test scene instead.
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Children = new Drawable[]
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{
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dependenciesScreen.UserLookupCache,
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dependenciesScreen.SpectatorClient,
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};
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});
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AddUntilStep("wait for dependencies to load", () => dependenciesScreen.IsLoaded);
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AddStep("import beatmap", () =>
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{
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importedBeatmap = BeatmapImportHelper.LoadOszIntoOsu(game, virtualTrack: true).GetResultSafely();
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importedBeatmapId = importedBeatmap.Beatmaps.First(b => b.Ruleset.OnlineID == 0).OnlineID;
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});
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}
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[Test]
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public void TestSeekToGameplayStartFramesArriveAfterPlayerLoad()
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{
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const double gameplay_start = 10000;
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loadSpectatingScreen();
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start();
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waitForPlayerCurrent();
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sendFrames(startTime: gameplay_start);
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AddAssert("time is greater than seek target", () => currentFrameStableTime, () => Is.GreaterThan(gameplay_start));
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}
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/// <summary>
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/// Tests the same as <see cref="TestSeekToGameplayStartFramesArriveAfterPlayerLoad"/> but with the frames arriving just as <see cref="Player"/> is transitioning into existence.
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/// </summary>
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[Test]
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public void TestSeekToGameplayStartFramesArriveAsPlayerLoaded()
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{
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const double gameplay_start = 10000;
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loadSpectatingScreen();
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start();
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AddUntilStep("wait for player loader", () => this.ChildrenOfType<PlayerLoader>().SingleOrDefault()?.IsLoaded == true);
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AddUntilStep("queue send frames on player load", () =>
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{
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var loadingPlayer = this.ChildrenOfType<PlayerLoader>().SingleOrDefault()?.CurrentPlayer;
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if (loadingPlayer == null)
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return false;
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loadingPlayer.OnLoadComplete += _ =>
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spectatorClient.SendFramesFromUser(streamingUser.Id, 10, gameplay_start);
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return true;
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});
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waitForPlayerCurrent();
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AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
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AddAssert("time is greater than seek target", () => currentFrameStableTime, () => Is.GreaterThan(gameplay_start));
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}
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[Test]
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public void TestFrameStarvationAndResume()
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{
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loadSpectatingScreen();
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AddAssert("screen hasn't changed", () => Stack.CurrentScreen is SoloSpectatorScreen);
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start();
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waitForPlayerCurrent();
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sendFrames();
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AddAssert("ensure frames arrived", () => replayHandler.HasFrames);
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AddUntilStep("wait for frame starvation", () => replayHandler.WaitingForFrame);
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checkPaused(true);
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double? pausedTime = null;
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AddStep("store time", () => pausedTime = currentFrameStableTime);
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sendFrames();
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AddUntilStep("wait for frame starvation", () => replayHandler.WaitingForFrame);
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checkPaused(true);
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AddAssert("time advanced", () => currentFrameStableTime, () => Is.GreaterThan(pausedTime));
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}
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[Test]
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public void TestPlayStartsWithNoFrames()
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{
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loadSpectatingScreen();
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start();
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waitForPlayerCurrent();
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checkPaused(true);
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// send enough frames to ensure play won't be paused
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sendFrames(100);
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checkPaused(false);
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}
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[Test]
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public void TestSpectatingDuringGameplay()
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{
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start();
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sendFrames(300, initialResultCount: 100);
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loadSpectatingScreen();
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waitForPlayerCurrent();
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sendFrames(300, initialResultCount: 100);
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AddUntilStep("playing from correct point in time", () => player.ChildrenOfType<DrawableRuleset>().First().FrameStableClock.CurrentTime, () => Is.GreaterThan(30000));
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AddAssert("check judgement counts are correct", () => player.ChildrenOfType<JudgementCountController>().Single().Counters.Sum(c => c.ResultCount.Value),
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() => Is.GreaterThanOrEqualTo(100));
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}
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[Test]
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public void TestHostRetriesWhileWatching()
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{
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loadSpectatingScreen();
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start();
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sendFrames();
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waitForPlayerCurrent();
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Player lastPlayer = null!;
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AddStep("store first player", () => lastPlayer = player);
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start();
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sendFrames();
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waitForPlayerCurrent();
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AddAssert("player is different", () => lastPlayer != player);
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}
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[Test]
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public void TestHostFails()
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{
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loadSpectatingScreen();
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start();
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waitForPlayerCurrent();
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checkPaused(true);
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sendFrames();
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finish(SpectatedUserState.Failed);
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checkPaused(false); // Should continue playing until out of frames
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checkPaused(true); // And eventually stop after running out of frames and fail.
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// Todo: Should check for + display a failed message.
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AddAssert("fail overlay present", () => player.ChildrenOfType<FailOverlay>().Single().IsPresent);
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AddAssert("overlay can only quit", () => player.ChildrenOfType<FailOverlay>().Single().Buttons.Single().Text == GameplayMenuOverlayStrings.Quit);
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AddStep("press quit button", () => player.ChildrenOfType<FailOverlay>().Single().Buttons.Single().TriggerClick());
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AddAssert("player exited", () => Stack.CurrentScreen is SoloSpectatorScreen);
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}
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[Test]
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public void TestStopWatchingDuringPlay()
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{
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loadSpectatingScreen();
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start();
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sendFrames();
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waitForPlayerCurrent();
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AddStep("stop spectating", () => (Stack.CurrentScreen as Player)?.Exit());
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AddUntilStep("spectating stopped", () => spectatorScreen.GetChildScreen() == null);
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}
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[Test]
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public void TestStopWatchingThenHostRetries()
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{
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loadSpectatingScreen();
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start();
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sendFrames();
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waitForPlayerCurrent();
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AddStep("stop spectating", () => (Stack.CurrentScreen as Player)?.Exit());
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AddUntilStep("spectating stopped", () => spectatorScreen.GetChildScreen() == null);
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// host starts playing a new session
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start();
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waitForPlayerCurrent();
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}
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[Test]
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public void TestWatchingBeatmapThatDoesntExistLocally()
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{
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loadSpectatingScreen();
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start(-1234);
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sendFrames();
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AddAssert("screen didn't change", () => Stack.CurrentScreen is SoloSpectatorScreen);
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}
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[Test]
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public void TestFinalFramesPurgedBeforeEndingPlay()
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{
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AddStep("begin playing", () => spectatorClient.BeginPlaying(0, TestGameplayState.Create(new OsuRuleset()), new Score()));
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AddStep("send frames and finish play", () =>
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{
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spectatorClient.HandleFrame(new OsuReplayFrame(1000, Vector2.Zero));
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var completedGameplayState = TestGameplayState.Create(new OsuRuleset());
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completedGameplayState.HasPassed = true;
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spectatorClient.EndPlaying(completedGameplayState);
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});
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// We can't access API because we're an "online" test.
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AddAssert("last received frame has time = 1000", () => spectatorClient.LastReceivedUserFrames.First().Value.Time == 1000);
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}
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[Test]
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public void TestFinalFrameInBundleHasHeader()
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{
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FrameDataBundle? lastBundle = null;
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AddStep("bind to client", () => spectatorClient.OnNewFrames += (_, bundle) => lastBundle = bundle);
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start(-1234);
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sendFrames();
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finish();
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AddUntilStep("bundle received", () => lastBundle != null);
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AddAssert("first frame does not have header", () => lastBundle?.Frames[0].Header == null);
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AddAssert("last frame has header", () => lastBundle?.Frames[^1].Header != null);
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}
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[Test]
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public void TestPlayingState()
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{
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loadSpectatingScreen();
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start();
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sendFrames();
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waitForPlayerCurrent();
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AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
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}
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[Test]
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public void TestPassedState()
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{
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loadSpectatingScreen();
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start();
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sendFrames();
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waitForPlayerCurrent();
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AddStep("send passed", () => spectatorClient.SendEndPlay(streamingUser.Id, SpectatedUserState.Passed));
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AddUntilStep("state is passed", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Passed);
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start();
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sendFrames();
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waitForPlayerCurrent();
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AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
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}
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[Test]
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public void TestQuitState()
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{
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loadSpectatingScreen();
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start();
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sendFrames();
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waitForPlayerCurrent();
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AddStep("send quit", () => spectatorClient.SendEndPlay(streamingUser.Id));
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AddUntilStep("state is quit", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Quit);
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AddAssert("wait for player exit", () => Stack.CurrentScreen is SoloSpectatorScreen);
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start();
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sendFrames();
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waitForPlayerCurrent();
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AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
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}
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[Test]
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public void TestFailedStateDuringPlay()
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{
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loadSpectatingScreen();
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start();
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sendFrames();
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waitForPlayerCurrent();
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AddStep("send failed", () => spectatorClient.SendEndPlay(streamingUser.Id, SpectatedUserState.Failed));
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AddUntilStep("state is failed", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Failed);
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AddUntilStep("wait for player to fail", () => player.GameplayState.HasFailed);
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start();
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sendFrames();
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waitForPlayerCurrent();
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AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
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}
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[Test]
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public void TestFailedStateDuringLoading()
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{
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loadSpectatingScreen();
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start();
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sendFrames();
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waitForPlayerLoader();
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AddStep("send failed", () => spectatorClient.SendEndPlay(streamingUser.Id, SpectatedUserState.Failed));
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AddUntilStep("state is failed", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Failed);
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AddAssert("wait for player exit", () => Stack.CurrentScreen is SoloSpectatorScreen);
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start();
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sendFrames();
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waitForPlayerCurrent();
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AddUntilStep("state is playing", () => spectatorClient.WatchedUserStates[streamingUser.Id].State == SpectatedUserState.Playing);
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}
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private OsuFramedReplayInputHandler replayHandler =>
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(OsuFramedReplayInputHandler)Stack.ChildrenOfType<OsuInputManager>().First().ReplayInputHandler!;
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private Player player => this.ChildrenOfType<Player>().Single();
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private double currentFrameStableTime
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=> player.ChildrenOfType<FrameStabilityContainer>().First().CurrentTime;
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private void waitForPlayerLoader() => AddUntilStep("wait for loading", () => this.ChildrenOfType<SpectatorPlayerLoader>().SingleOrDefault()?.IsLoaded == true);
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private void waitForPlayerCurrent() => AddUntilStep("wait for player current", () => this.ChildrenOfType<Player>().SingleOrDefault()?.IsCurrentScreen() == true);
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private void start(int? beatmapId = null) => AddStep("start play", () => spectatorClient.SendStartPlay(streamingUser.Id, beatmapId ?? importedBeatmapId));
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private void finish(SpectatedUserState state = SpectatedUserState.Quit) => AddStep("end play", () => spectatorClient.SendEndPlay(streamingUser.Id, state));
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private void checkPaused(bool state) =>
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AddUntilStep($"game is {(state ? "paused" : "playing")}", () => player.ChildrenOfType<DrawableRuleset>().First().IsPaused.Value == state);
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private void sendFrames(int count = 10, double startTime = 0, int initialResultCount = 0)
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{
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AddStep("send frames", () => spectatorClient.SendFramesFromUser(streamingUser.Id, count, startTime, initialResultCount));
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}
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private void loadSpectatingScreen()
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{
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AddStep("load spectator", () => LoadScreen(spectatorScreen = new SoloSpectatorScreen(streamingUser)));
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AddUntilStep("wait for screen load", () => spectatorScreen.LoadState == LoadState.Loaded);
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}
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/// <summary>
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/// Used for the sole purpose of adding <see cref="TestSpectatorClient"/> as a resolvable dependency.
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/// </summary>
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private partial class DependenciesScreen : OsuScreen
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{
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[Cached(typeof(SpectatorClient))]
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public readonly TestSpectatorClient SpectatorClient = new TestSpectatorClient();
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[Cached(typeof(UserLookupCache))]
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public readonly TestUserLookupCache UserLookupCache = new TestUserLookupCache();
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}
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}
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}
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