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osu-lazer/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiplayerScreen.cs
2021-04-08 22:14:30 +09:00

328 lines
12 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.Graphics;
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.Scoring;
using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
using osu.Game.Screens.Play;
using osu.Game.Tests.Beatmaps.IO;
using osu.Game.Users;
namespace osu.Game.Tests.Visual.Multiplayer
{
public class TestSceneMultiplayerSpectator : MultiplayerTestScene
{
[Cached(typeof(SpectatorStreamingClient))]
private TestSpectatorStreamingClient testSpectatorStreamingClient = new TestSpectatorStreamingClient();
[Cached(typeof(UserLookupCache))]
private UserLookupCache lookupCache = new TestUserLookupCache();
[Resolved]
private OsuGameBase game { get; set; }
[Resolved]
private BeatmapManager beatmapManager { get; set; }
private MultiplayerSpectator spectator;
private readonly List<int> playingUserIds = new List<int>();
private readonly Dictionary<int, int> nextFrame = new Dictionary<int, int>();
private BeatmapSetInfo importedSet;
private BeatmapInfo importedBeatmap;
private int importedBeatmapId;
[BackgroundDependencyLoader]
private void load()
{
importedSet = ImportBeatmapTest.LoadOszIntoOsu(game, virtualTrack: true).Result;
importedBeatmap = importedSet.Beatmaps.First(b => b.RulesetID == 0);
importedBeatmapId = importedBeatmap.OnlineBeatmapID ?? -1;
}
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("reset sent frames", () => nextFrame.Clear());
AddStep("add streaming client", () =>
{
Remove(testSpectatorStreamingClient);
Add(testSpectatorStreamingClient);
});
AddStep("finish previous gameplay", () =>
{
foreach (var id in playingUserIds)
testSpectatorStreamingClient.EndPlay(id, importedBeatmapId);
playingUserIds.Clear();
});
}
[Test]
public void TestGeneral()
{
int[] userIds = Enumerable.Range(0, 4).Select(i => 55 + i).ToArray();
start(userIds);
loadSpectateScreen();
sendFrames(userIds, 1000);
AddWaitStep("wait a bit", 20);
}
[Test]
public void TestPlayersMustStartSimultaneously()
{
start(new[] { 55, 56 });
loadSpectateScreen();
// Send frames for one player only, both should remain paused.
sendFrames(55, 20);
checkPausedInstant(55, true);
checkPausedInstant(56, true);
// Send frames for the other player, both should now start playing.
sendFrames(56, 20);
checkPausedInstant(55, false);
checkPausedInstant(56, false);
}
[Test]
public void TestPlayersDoNotStartSimultaneouslyIfBufferingFor15Seconds()
{
start(new[] { 55, 56 });
loadSpectateScreen();
// Send frames for one player only, both should remain paused.
sendFrames(55, 20);
checkPausedInstant(55, true);
checkPausedInstant(56, true);
// Wait 15 seconds...
AddWaitStep("wait 15 seconds", (int)(15000 / TimePerAction));
// Player 1 should start playing by itself, player 2 should remain paused.
checkPausedInstant(55, false);
checkPausedInstant(56, true);
}
[Test]
public void TestPlayersContinueWhileOthersBuffer()
{
start(new[] { 55, 56 });
loadSpectateScreen();
// Send initial frames for both players. A few more for player 1.
sendFrames(55, 20);
sendFrames(56, 10);
checkPausedInstant(55, false);
checkPausedInstant(56, false);
// Eventually player 2 will pause, player 1 must remain running.
checkPaused(56, true);
checkPausedInstant(55, false);
// Eventually both players will run out of frames and should pause.
checkPaused(55, true);
checkPausedInstant(56, true);
// Send more frames for the first player only. Player 1 should start playing with player 2 remaining paused.
sendFrames(55, 20);
checkPausedInstant(56, true);
checkPausedInstant(55, false);
// Send more frames for the second player. Both should be playing
sendFrames(56, 20);
checkPausedInstant(56, false);
checkPausedInstant(55, false);
}
[Test]
public void TestPlayersCatchUpAfterFallingBehind()
{
start(new[] { 55, 56 });
loadSpectateScreen();
// Send initial frames for both players. A few more for player 1.
sendFrames(55, 100);
sendFrames(56, 10);
checkPausedInstant(55, false);
checkPausedInstant(56, false);
// Eventually player 2 will run out of frames and should pause.
checkPaused(56, true);
AddWaitStep("wait a few more frames", 10);
// Send more frames for player 2. It should unpause.
sendFrames(56, 100);
checkPausedInstant(56, false);
// Player 2 should catch up to player 1 after unpausing.
AddUntilStep("player 1 time == player 2 time", () => Precision.AlmostEquals(getGameplayTime(55), getGameplayTime(56), 16));
}
private void loadSpectateScreen()
{
AddStep("load screen", () =>
{
Beatmap.Value = beatmapManager.GetWorkingBeatmap(importedBeatmap);
Ruleset.Value = importedBeatmap.Ruleset;
LoadScreen(spectator = new MultiplayerSpectator(playingUserIds.ToArray()));
});
AddUntilStep("wait for screen load", () => spectator.LoadState == LoadState.Loaded && spectator.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)
{
Client.CurrentMatchPlayingUserIds.Add(id);
testSpectatorStreamingClient.StartPlay(id, beatmapId ?? importedBeatmapId);
playingUserIds.Add(id);
nextFrame[id] = 0;
}
});
}
private void finish(int userId, int? beatmapId = null)
{
AddStep("end play", () =>
{
testSpectatorStreamingClient.EndPlay(userId, beatmapId ?? importedBeatmapId);
playingUserIds.Remove(userId);
nextFrame.Remove(userId);
});
}
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)
{
testSpectatorStreamingClient.SendFrames(id, nextFrame[id], count);
nextFrame[id] += count;
}
});
}
private void checkPaused(int userId, bool state) =>
AddUntilStep($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().IsPaused.Value == state);
private void checkPausedInstant(int userId, bool state) =>
AddAssert($"{userId} is {(state ? "paused" : "playing")}", () => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().First().IsPaused.Value == state);
private double getGameplayTime(int userId) => getPlayer(userId).ChildrenOfType<GameplayClockContainer>().Single().GameplayClock.CurrentTime;
private Player getPlayer(int userId) => getInstance(userId).ChildrenOfType<Player>().Single();
private PlayerInstance getInstance(int userId) => spectator.ChildrenOfType<PlayerInstance>().Single(p => p.User.Id == userId);
public class TestSpectatorStreamingClient : SpectatorStreamingClient
{
private readonly Dictionary<int, int> userBeatmapDictionary = new Dictionary<int, int>();
private readonly Dictionary<int, bool> userSentStateDictionary = new Dictionary<int, bool>();
public TestSpectatorStreamingClient()
: base(new DevelopmentEndpointConfiguration())
{
}
public void StartPlay(int userId, int beatmapId)
{
userBeatmapDictionary[userId] = beatmapId;
userSentStateDictionary[userId] = false;
sendState(userId, beatmapId);
}
public void EndPlay(int userId, int beatmapId)
{
((ISpectatorClient)this).UserFinishedPlaying(userId, new SpectatorState
{
BeatmapID = beatmapId,
RulesetID = 0,
});
userSentStateDictionary[userId] = false;
}
public void SendFrames(int userId, 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 { Combo = index + count }, frames);
((ISpectatorClient)this).UserSentFrames(userId, bundle);
if (!userSentStateDictionary[userId])
sendState(userId, userBeatmapDictionary[userId]);
}
public override void WatchUser(int userId)
{
if (userSentStateDictionary[userId])
{
// usually the server would do this.
sendState(userId, userBeatmapDictionary[userId]);
}
base.WatchUser(userId);
}
private void sendState(int userId, int beatmapId)
{
((ISpectatorClient)this).UserBeganPlaying(userId, new SpectatorState
{
BeatmapID = beatmapId,
RulesetID = 0,
});
userSentStateDictionary[userId] = true;
}
}
internal class TestUserLookupCache : UserLookupCache
{
protected override Task<User> ComputeValueAsync(int lookup, CancellationToken token = default)
{
return Task.FromResult(new User
{
Id = lookup,
Username = $"User {lookup}"
});
}
}
}
}