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210 lines
7.3 KiB
C#
210 lines
7.3 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 NUnit.Framework;
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using osu.Framework.Bindables;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Tests.OnlinePlay
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{
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[HeadlessTest]
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public class MultiplayerCatchupSyncManagerTest : OsuTestScene
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{
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private TestManualClock master;
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private MultiplayerCatchupSyncManager catchupSyncManager;
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private TestSpectatorSlaveClock slave1;
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private TestSpectatorSlaveClock slave2;
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[SetUp]
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public void Setup()
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{
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catchupSyncManager = new MultiplayerCatchupSyncManager(master = new TestManualClock());
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catchupSyncManager.AddSlave(slave1 = new TestSpectatorSlaveClock(1));
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catchupSyncManager.AddSlave(slave2 = new TestSpectatorSlaveClock(2));
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Schedule(() => Child = catchupSyncManager);
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}
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[Test]
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public void TestMasterClockStartsWhenAllSlavesHaveFrames()
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{
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setWaiting(() => slave1, false);
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assertMasterState(false);
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assertSlaveState(() => slave1, false);
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assertSlaveState(() => slave2, false);
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setWaiting(() => slave2, false);
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assertMasterState(true);
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assertSlaveState(() => slave1, true);
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assertSlaveState(() => slave2, true);
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}
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[Test]
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public void TestMasterClockDoesNotStartWhenNoneReadyForMaximumDelayTime()
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{
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AddWaitStep($"wait {MultiplayerCatchupSyncManager.MAXIMUM_START_DELAY} milliseconds", (int)Math.Ceiling(MultiplayerCatchupSyncManager.MAXIMUM_START_DELAY / TimePerAction));
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assertMasterState(false);
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}
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[Test]
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public void TestMasterClockStartsWhenAnyReadyForMaximumDelayTime()
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{
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setWaiting(() => slave1, false);
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AddWaitStep($"wait {MultiplayerCatchupSyncManager.MAXIMUM_START_DELAY} milliseconds", (int)Math.Ceiling(MultiplayerCatchupSyncManager.MAXIMUM_START_DELAY / TimePerAction));
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assertMasterState(true);
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}
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[Test]
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public void TestSlaveDoesNotCatchUpWhenSlightlyOutOfSync()
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{
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setAllWaiting(false);
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setMasterTime(MultiplayerCatchupSyncManager.SYNC_TARGET + 1);
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assertCatchingUp(() => slave1, false);
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}
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[Test]
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public void TestSlaveStartsCatchingUpWhenTooFarBehind()
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{
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setAllWaiting(false);
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setMasterTime(MultiplayerCatchupSyncManager.MAX_SYNC_OFFSET + 1);
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assertCatchingUp(() => slave1, true);
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assertCatchingUp(() => slave2, true);
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}
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[Test]
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public void TestSlaveKeepsCatchingUpWhenSlightlyOutOfSync()
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{
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setAllWaiting(false);
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setMasterTime(MultiplayerCatchupSyncManager.MAX_SYNC_OFFSET + 1);
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setSlaveTime(() => slave1, MultiplayerCatchupSyncManager.SYNC_TARGET + 1);
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assertCatchingUp(() => slave1, true);
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}
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[Test]
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public void TestSlaveStopsCatchingUpWhenInSync()
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{
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setAllWaiting(false);
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setMasterTime(MultiplayerCatchupSyncManager.MAX_SYNC_OFFSET + 2);
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setSlaveTime(() => slave1, MultiplayerCatchupSyncManager.SYNC_TARGET);
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assertCatchingUp(() => slave1, false);
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assertCatchingUp(() => slave2, true);
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}
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[Test]
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public void TestSlaveDoesNotStopWhenSlightlyAhead()
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{
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setAllWaiting(false);
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setSlaveTime(() => slave1, -MultiplayerCatchupSyncManager.SYNC_TARGET);
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assertCatchingUp(() => slave1, false);
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assertSlaveState(() => slave1, true);
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}
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[Test]
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public void TestSlaveStopsWhenTooFarAheadAndStartsWhenBackInSync()
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{
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setAllWaiting(false);
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setSlaveTime(() => slave1, -MultiplayerCatchupSyncManager.SYNC_TARGET - 1);
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// This is a silent catchup, where IsCatchingUp = false but IsRunning = false also.
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assertCatchingUp(() => slave1, false);
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assertSlaveState(() => slave1, false);
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setMasterTime(1);
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assertCatchingUp(() => slave1, false);
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assertSlaveState(() => slave1, true);
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}
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[Test]
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public void TestInSyncSlaveDoesNotStartIfWaitingOnFrames()
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{
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setAllWaiting(false);
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assertSlaveState(() => slave1, true);
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setWaiting(() => slave1, true);
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assertSlaveState(() => slave1, false);
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}
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private void setWaiting(Func<TestSpectatorSlaveClock> slave, bool waiting)
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=> AddStep($"set slave {slave().Id} waiting = {waiting}", () => slave().WaitingOnFrames.Value = waiting);
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private void setAllWaiting(bool waiting) => AddStep($"set all slaves waiting = {waiting}", () =>
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{
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slave1.WaitingOnFrames.Value = waiting;
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slave2.WaitingOnFrames.Value = waiting;
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});
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private void setMasterTime(double time)
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=> AddStep($"set master = {time}", () => master.Seek(time));
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/// <summary>
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/// slave.Time = master.Time - offsetFromMaster
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/// </summary>
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private void setSlaveTime(Func<TestSpectatorSlaveClock> slave, double offsetFromMaster)
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=> AddStep($"set slave {slave().Id} = master - {offsetFromMaster}", () => slave().Seek(master.CurrentTime - offsetFromMaster));
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private void assertMasterState(bool running)
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=> AddAssert($"master clock {(running ? "is" : "is not")} running", () => master.IsRunning == running);
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private void assertCatchingUp(Func<TestSpectatorSlaveClock> slave, bool catchingUp) =>
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AddAssert($"slave {slave().Id} {(catchingUp ? "is" : "is not")} catching up", () => slave().IsCatchingUp == catchingUp);
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private void assertSlaveState(Func<TestSpectatorSlaveClock> slave, bool running)
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=> AddAssert($"slave {slave().Id} {(running ? "is" : "is not")} running", () => slave().IsRunning == running);
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private class TestSpectatorSlaveClock : TestManualClock, IMultiplayerSpectatorSlaveClock
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{
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public readonly Bindable<bool> WaitingOnFrames = new Bindable<bool>(true);
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IBindable<bool> IMultiplayerSpectatorSlaveClock.WaitingOnFrames => WaitingOnFrames;
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public bool IsCatchingUp { get; set; }
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public readonly int Id;
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public TestSpectatorSlaveClock(int id)
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{
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Id = id;
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WaitingOnFrames.BindValueChanged(waiting =>
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{
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if (waiting.NewValue)
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Stop();
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else
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Start();
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});
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}
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}
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private class TestManualClock : ManualClock, IAdjustableClock
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{
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public void Start() => IsRunning = true;
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public void Stop() => IsRunning = false;
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public bool Seek(double position)
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{
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CurrentTime = position;
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return true;
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}
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public void Reset()
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{
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}
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public void ResetSpeedAdjustments()
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{
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}
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}
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}
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}
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