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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneSpectator.cs
ekrctb e19e8ff2a3 Rewrite FramedReplayInputHandler for robustness
This commit changes the semantics of `CurrentFrame` and `NextFrame` of the class.
The ordering of `NextFrame.Time` and `CurrentFrame.Time` was dependent on the current direction.
Now, it should always satisfy `CurrentFrame.Time <= CurrentTime <= NextFrame.Time` except at the start/end.
This change, however, doesn't break existing deriving classes if the template code pattern usage of interpolation is used.
The deriving class code can be simplified due to the elimination of nullable types. I didn't include those changes in this commit.

I removed `StreamingFramedReplayInputHandlerTest` for now, as it is almost-duplicate of `FramedReplayInputHandlerTest`. I'll include more tests in later commits.

This commit fixes #6150.
2021-04-12 16:18:11 +09:00

321 lines
9.7 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.
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Online;
using osu.Game.Online.Spectator;
using osu.Game.Replays.Legacy;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Replays;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Tests.Beatmaps.IO;
using osu.Game.Users;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestSceneSpectator : ScreenTestScene
{
[Cached(typeof(SpectatorStreamingClient))]
private TestSpectatorStreamingClient testSpectatorStreamingClient = new TestSpectatorStreamingClient();
[Cached(typeof(UserLookupCache))]
private UserLookupCache lookupCache = new TestUserLookupCache();
// used just to show beatmap card for the time being.
protected override bool UseOnlineAPI => true;
private SoloSpectator spectatorScreen;
[Resolved]
private OsuGameBase game { get; set; }
private int nextFrame;
private BeatmapSetInfo importedBeatmap;
private int importedBeatmapId;
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("reset sent frames", () => nextFrame = 0);
AddStep("import beatmap", () =>
{
importedBeatmap = ImportBeatmapTest.LoadOszIntoOsu(game, virtualTrack: true).Result;
importedBeatmapId = importedBeatmap.Beatmaps.First(b => b.RulesetID == 0).OnlineBeatmapID ?? -1;
});
AddStep("add streaming client", () =>
{
Remove(testSpectatorStreamingClient);
Add(testSpectatorStreamingClient);
});
finish();
}
[Test]
public void TestFrameStarvationAndResume()
{
loadSpectatingScreen();
AddAssert("screen hasn't changed", () => Stack.CurrentScreen is SoloSpectator);
start();
sendFrames();
waitForPlayer();
AddAssert("ensure frames arrived", () => replayHandler.HasFrames);
AddUntilStep("wait for frame starvation", () => replayHandler.WaitingNextFrame);
checkPaused(true);
double? pausedTime = null;
AddStep("store time", () => pausedTime = currentFrameStableTime);
sendFrames();
AddUntilStep("wait for frame starvation", () => replayHandler.WaitingNextFrame);
checkPaused(true);
AddAssert("time advanced", () => currentFrameStableTime > pausedTime);
}
[Test]
public void TestPlayStartsWithNoFrames()
{
loadSpectatingScreen();
start();
waitForPlayer();
checkPaused(true);
sendFrames(1000); // send enough frames to ensure play won't be paused
checkPaused(false);
}
[Test]
public void TestSpectatingDuringGameplay()
{
start();
loadSpectatingScreen();
AddStep("advance frame count", () => nextFrame = 300);
sendFrames();
waitForPlayer();
AddUntilStep("playing from correct point in time", () => player.ChildrenOfType<DrawableRuleset>().First().FrameStableClock.CurrentTime > 30000);
}
[Test]
public void TestHostRetriesWhileWatching()
{
loadSpectatingScreen();
start();
sendFrames();
waitForPlayer();
Player lastPlayer = null;
AddStep("store first player", () => lastPlayer = player);
start();
sendFrames();
waitForPlayer();
AddAssert("player is different", () => lastPlayer != player);
}
[Test]
public void TestHostFails()
{
loadSpectatingScreen();
start();
waitForPlayer();
checkPaused(true);
finish();
checkPaused(false);
// TODO: should replay until running out of frames then fail
}
[Test]
public void TestStopWatchingDuringPlay()
{
loadSpectatingScreen();
start();
sendFrames();
waitForPlayer();
AddStep("stop spectating", () => (Stack.CurrentScreen as Player)?.Exit());
AddUntilStep("spectating stopped", () => spectatorScreen.GetChildScreen() == null);
}
[Test]
public void TestStopWatchingThenHostRetries()
{
loadSpectatingScreen();
start();
sendFrames();
waitForPlayer();
AddStep("stop spectating", () => (Stack.CurrentScreen as Player)?.Exit());
AddUntilStep("spectating stopped", () => spectatorScreen.GetChildScreen() == null);
// host starts playing a new session
start();
waitForPlayer();
}
[Test]
public void TestWatchingBeatmapThatDoesntExistLocally()
{
loadSpectatingScreen();
start(-1234);
sendFrames();
AddAssert("screen didn't change", () => Stack.CurrentScreen is SoloSpectator);
}
private OsuFramedReplayInputHandler replayHandler =>
(OsuFramedReplayInputHandler)Stack.ChildrenOfType<OsuInputManager>().First().ReplayInputHandler;
private Player player => Stack.CurrentScreen as Player;
private double currentFrameStableTime
=> player.ChildrenOfType<FrameStabilityContainer>().First().FrameStableClock.CurrentTime;
private void waitForPlayer() => AddUntilStep("wait for player", () => Stack.CurrentScreen is Player);
private void start(int? beatmapId = null) => AddStep("start play", () => testSpectatorStreamingClient.StartPlay(beatmapId ?? importedBeatmapId));
private void finish(int? beatmapId = null) => AddStep("end play", () => testSpectatorStreamingClient.EndPlay(beatmapId ?? importedBeatmapId));
private void checkPaused(bool state) =>
AddUntilStep($"game is {(state ? "paused" : "playing")}", () => player.ChildrenOfType<DrawableRuleset>().First().IsPaused.Value == state);
private void sendFrames(int count = 10)
{
AddStep("send frames", () =>
{
testSpectatorStreamingClient.SendFrames(nextFrame, count);
nextFrame += count;
});
}
private void loadSpectatingScreen()
{
AddStep("load screen", () => LoadScreen(spectatorScreen = new SoloSpectator(testSpectatorStreamingClient.StreamingUser)));
AddUntilStep("wait for screen load", () => spectatorScreen.LoadState == LoadState.Loaded);
}
public class TestSpectatorStreamingClient : SpectatorStreamingClient
{
public readonly User StreamingUser = new User { Id = 55, Username = "Test user" };
public new BindableList<int> PlayingUsers => (BindableList<int>)base.PlayingUsers;
private int beatmapId;
public TestSpectatorStreamingClient()
: base(new DevelopmentEndpointConfiguration())
{
}
public void StartPlay(int beatmapId)
{
this.beatmapId = beatmapId;
sendState(beatmapId);
}
public void EndPlay(int beatmapId)
{
((ISpectatorClient)this).UserFinishedPlaying(StreamingUser.Id, new SpectatorState
{
BeatmapID = beatmapId,
RulesetID = 0,
});
sentState = false;
}
private bool sentState;
public void SendFrames(int index, int count)
{
var frames = new List<LegacyReplayFrame>();
for (int i = index; i < index + count; i++)
{
var buttonState = i == index + count - 1 ? ReplayButtonState.None : ReplayButtonState.Left1;
frames.Add(new LegacyReplayFrame(i * 100, RNG.Next(0, 512), RNG.Next(0, 512), buttonState));
}
var bundle = new FrameDataBundle(new ScoreInfo(), frames);
((ISpectatorClient)this).UserSentFrames(StreamingUser.Id, bundle);
if (!sentState)
sendState(beatmapId);
}
public override void WatchUser(int userId)
{
if (sentState)
{
// usually the server would do this.
sendState(beatmapId);
}
base.WatchUser(userId);
}
private void sendState(int beatmapId)
{
sentState = true;
((ISpectatorClient)this).UserBeganPlaying(StreamingUser.Id, new SpectatorState
{
BeatmapID = beatmapId,
RulesetID = 0,
});
}
}
internal class TestUserLookupCache : UserLookupCache
{
protected override Task<User> ComputeValueAsync(int lookup, CancellationToken token = default) => Task.FromResult(new User
{
Id = lookup,
Username = $"User {lookup}"
});
}
}
}