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RealtimeMultiplayer -> Multiplayer
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// 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.Audio;
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using osu.Framework.Graphics;
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using osu.Framework.Platform;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Rulesets;
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using osu.Game.Screens.Multi.Multiplayer.Match;
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using osu.Game.Tests.Resources;
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using osu.Game.Users;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Multiplayer
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{
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public class TestSceneMultiplayerReadyButton : MultiplayerTestScene
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{
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private MultiplayerReadyButton button;
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private BeatmapManager beatmaps;
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private RulesetStore rulesets;
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[BackgroundDependencyLoader]
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private void load(GameHost host, AudioManager audio)
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{
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Dependencies.Cache(rulesets = new RulesetStore(ContextFactory));
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Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, host, Beatmap.Default));
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beatmaps.Import(TestResources.GetTestBeatmapForImport(true)).Wait();
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}
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[SetUp]
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public new void Setup() => Schedule(() =>
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{
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var beatmap = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First().Beatmaps.First();
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Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap);
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Child = button = new MultiplayerReadyButton
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(200, 50),
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SelectedItem =
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{
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Value = new PlaylistItem
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{
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Beatmap = { Value = beatmap },
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Ruleset = { Value = beatmap.Ruleset }
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}
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}
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};
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});
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[Test]
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public void TestToggleStateWhenNotHost()
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{
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AddStep("add second user as host", () =>
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{
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Client.AddUser(new User { Id = 2, Username = "Another user" });
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Client.TransferHost(2);
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});
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addClickButtonStep();
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AddAssert("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready);
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addClickButtonStep();
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AddAssert("user is idle", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle);
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}
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[TestCase(true)]
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[TestCase(false)]
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public void TestToggleStateWhenHost(bool allReady)
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{
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AddStep("setup", () =>
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{
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Client.TransferHost(Client.Room?.Users[0].UserID ?? 0);
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if (!allReady)
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Client.AddUser(new User { Id = 2, Username = "Another user" });
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});
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addClickButtonStep();
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AddAssert("user is ready", () => Client.Room?.Users[0].State == MultiplayerUserState.Ready);
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addClickButtonStep();
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AddAssert("match started", () => Client.Room?.Users[0].State == MultiplayerUserState.WaitingForLoad);
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}
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[Test]
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public void TestBecomeHostWhileReady()
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{
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AddStep("add host", () =>
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{
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Client.AddUser(new User { Id = 2, Username = "Another user" });
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Client.TransferHost(2);
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});
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addClickButtonStep();
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AddStep("make user host", () => Client.TransferHost(Client.Room?.Users[0].UserID ?? 0));
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addClickButtonStep();
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AddAssert("match started", () => Client.Room?.Users[0].State == MultiplayerUserState.WaitingForLoad);
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}
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[Test]
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public void TestLoseHostWhileReady()
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{
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AddStep("setup", () =>
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{
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Client.TransferHost(Client.Room?.Users[0].UserID ?? 0);
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Client.AddUser(new User { Id = 2, Username = "Another user" });
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});
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addClickButtonStep();
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AddStep("transfer host", () => Client.TransferHost(Client.Room?.Users[1].UserID ?? 0));
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addClickButtonStep();
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AddAssert("match not started", () => Client.Room?.Users[0].State == MultiplayerUserState.Idle);
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}
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[TestCase(true)]
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[TestCase(false)]
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public void TestManyUsersChangingState(bool isHost)
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{
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const int users = 10;
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AddStep("setup", () =>
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{
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Client.TransferHost(Client.Room?.Users[0].UserID ?? 0);
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for (int i = 0; i < users; i++)
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Client.AddUser(new User { Id = i, Username = "Another user" });
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});
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if (!isHost)
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AddStep("transfer host", () => Client.TransferHost(2));
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addClickButtonStep();
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AddRepeatStep("change user ready state", () =>
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{
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Client.ChangeUserState(RNG.Next(0, users), RNG.NextBool() ? MultiplayerUserState.Ready : MultiplayerUserState.Idle);
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}, 20);
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AddRepeatStep("ready all users", () =>
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{
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var nextUnready = Client.Room?.Users.FirstOrDefault(c => c.State == MultiplayerUserState.Idle);
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if (nextUnready != null)
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Client.ChangeUserState(nextUnready.UserID, MultiplayerUserState.Ready);
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}, users);
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}
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private void addClickButtonStep() => AddStep("click button", () =>
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{
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InputManager.MoveMouseTo(button);
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InputManager.Click(MouseButton.Left);
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});
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}
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}
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