Update TestMultiplayerClient with expired item ordering

This commit is contained in:
Dan Balasescu 2021-12-03 16:48:54 +09:00
parent 487a71312e
commit 9d6fe558c2

View File

@ -45,11 +45,13 @@ namespace osu.Game.Tests.Visual.Multiplayer
/// <summary> /// <summary>
/// Guaranteed up-to-date playlist. /// Guaranteed up-to-date playlist.
/// </summary> /// </summary>
private List<MultiplayerPlaylistItem> serverSidePlaylist = new List<MultiplayerPlaylistItem>(); private readonly List<MultiplayerPlaylistItem> serverSidePlaylist = new List<MultiplayerPlaylistItem>();
private MultiplayerPlaylistItem? currentItem => Room?.Playlist[currentIndex]; private MultiplayerPlaylistItem? currentItem => Room?.Playlist[currentIndex];
private int currentIndex; private int currentIndex;
private long lastPlaylistItemId;
public TestMultiplayerClient(TestMultiplayerRoomManager roomManager) public TestMultiplayerClient(TestMultiplayerRoomManager roomManager)
{ {
this.roomManager = roomManager; this.roomManager = roomManager;
@ -169,6 +171,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
serverSidePlaylist.Clear(); serverSidePlaylist.Clear();
serverSidePlaylist.AddRange(apiRoom.Playlist.Select(item => new MultiplayerPlaylistItem(item))); serverSidePlaylist.AddRange(apiRoom.Playlist.Select(item => new MultiplayerPlaylistItem(item)));
lastPlaylistItemId = serverSidePlaylist.Max(item => item.ID);
var localUser = new MultiplayerRoomUser(api.LocalUser.Value.Id) var localUser = new MultiplayerRoomUser(api.LocalUser.Value.Id)
{ {
@ -397,10 +400,13 @@ namespace osu.Game.Tests.Visual.Multiplayer
// Expire the current playlist item. // Expire the current playlist item.
currentItem.Expired = true; currentItem.Expired = true;
currentItem.UpdatedAt = DateTimeOffset.Now;
await ((IMultiplayerClient)this).PlaylistItemChanged(currentItem).ConfigureAwait(false); await ((IMultiplayerClient)this).PlaylistItemChanged(currentItem).ConfigureAwait(false);
await updatePlaylistOrder(Room).ConfigureAwait(false);
// In host-only mode, a duplicate playlist item will be used for the next round. // In host-only mode, a duplicate playlist item will be used for the next round.
if (Room.Settings.QueueMode == QueueMode.HostOnly) if (Room.Settings.QueueMode == QueueMode.HostOnly && serverSidePlaylist.All(item => item.Expired))
await duplicateCurrentItem().ConfigureAwait(false); await duplicateCurrentItem().ConfigureAwait(false);
await updateCurrentItem(Room).ConfigureAwait(false); await updateCurrentItem(Room).ConfigureAwait(false);
@ -424,11 +430,14 @@ namespace osu.Game.Tests.Visual.Multiplayer
{ {
Debug.Assert(Room != null); Debug.Assert(Room != null);
// Some tests can add items in already-expired states.
item.UpdatedAt = DateTimeOffset.Now;
// Add the item to the list first in order to compute gameplay order. // Add the item to the list first in order to compute gameplay order.
serverSidePlaylist.Add(item); serverSidePlaylist.Add(item);
await updatePlaylistOrder(Room).ConfigureAwait(false); await updatePlaylistOrder(Room).ConfigureAwait(false);
item.ID = serverSidePlaylist[^2].ID + 1; item.ID = ++lastPlaylistItemId;
await ((IMultiplayerClient)this).PlaylistItemAdded(item).ConfigureAwait(false); await ((IMultiplayerClient)this).PlaylistItemAdded(item).ConfigureAwait(false);
} }
@ -447,15 +456,17 @@ namespace osu.Game.Tests.Visual.Multiplayer
private async Task updatePlaylistOrder(MultiplayerRoom room) private async Task updatePlaylistOrder(MultiplayerRoom room)
{ {
List<MultiplayerPlaylistItem> orderedItems; List<MultiplayerPlaylistItem> orderedActiveItems;
switch (room.Settings.QueueMode) switch (room.Settings.QueueMode)
{ {
default: default:
orderedItems = serverSidePlaylist.OrderBy(item => item.ID == 0 ? int.MaxValue : item.ID).ToList(); orderedActiveItems = serverSidePlaylist.Where(item => !item.Expired).OrderBy(item => item.ID == 0 ? int.MaxValue : item.ID).ToList();
break; break;
case QueueMode.AllPlayersRoundRobin: case QueueMode.AllPlayersRoundRobin:
orderedActiveItems = new List<MultiplayerPlaylistItem>();
// Todo: This could probably be more efficient, likely at the cost of increased complexity. // Todo: This could probably be more efficient, likely at the cost of increased complexity.
// Number of "expired" or "used" items per player. // Number of "expired" or "used" items per player.
Dictionary<int, int> perUserCounts = serverSidePlaylist Dictionary<int, int> perUserCounts = serverSidePlaylist
@ -463,7 +474,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
.ToDictionary(group => group.Key, group => group.Count(item => item.Expired)); .ToDictionary(group => group.Key, group => group.Count(item => item.Expired));
// We'll run a simulation over all items which are not expired ("unprocessed"). Expired items will not have their ordering updated. // We'll run a simulation over all items which are not expired ("unprocessed"). Expired items will not have their ordering updated.
List<MultiplayerPlaylistItem> processedItems = serverSidePlaylist.Where(item => item.Expired).ToList();
List<MultiplayerPlaylistItem> unprocessedItems = serverSidePlaylist.Where(item => !item.Expired).ToList(); List<MultiplayerPlaylistItem> unprocessedItems = serverSidePlaylist.Where(item => !item.Expired).ToList();
// In every iteration of the simulation, pick the first available item from the user with the lowest number of items in the queue to add to the result set. // In every iteration of the simulation, pick the first available item from the user with the lowest number of items in the queue to add to the result set.
@ -476,31 +486,40 @@ namespace osu.Game.Tests.Visual.Multiplayer
.First(); .First();
unprocessedItems.Remove(candidateItem); unprocessedItems.Remove(candidateItem);
processedItems.Add(candidateItem); orderedActiveItems.Add(candidateItem);
perUserCounts[candidateItem.OwnerID]++; perUserCounts[candidateItem.OwnerID]++;
} }
orderedItems = processedItems;
break; break;
} }
for (int i = 0; i < orderedItems.Count; i++) // For expired items, it's important that they're ordered in ascending order such that the last updated item is the last in the list.
{ // This is so that the updated_at database column doesn't get refreshed as a result of change in ordering.
// Items which are already ordered correct don't need to be updated. List<MultiplayerPlaylistItem> orderedExpiredItems = serverSidePlaylist.Where(item => item.Expired).OrderBy(item => item.UpdatedAt).ToList();
if (orderedItems[i].PlaylistOrder == i) for (int i = 0; i < orderedExpiredItems.Count; i++)
continue; await setOrder(orderedExpiredItems[i], (ushort)i).ConfigureAwait(false);
orderedItems[i].PlaylistOrder = (ushort)i; for (int i = 0; i < orderedActiveItems.Count; i++)
await setOrder(orderedActiveItems[i], (ushort)i).ConfigureAwait(false);
serverSidePlaylist.Clear();
serverSidePlaylist.AddRange(orderedExpiredItems);
serverSidePlaylist.AddRange(orderedActiveItems);
async Task setOrder(MultiplayerPlaylistItem item, ushort order)
{
if (item.PlaylistOrder == order)
return;
item.PlaylistOrder = order;
// Items which have an ID of 0 are not in the database, so avoid propagating database/hub events for them. // Items which have an ID of 0 are not in the database, so avoid propagating database/hub events for them.
if (orderedItems[i].ID <= 0) if (item.ID <= 0)
continue; return;
await ((IMultiplayerClient)this).PlaylistItemChanged(orderedItems[i]).ConfigureAwait(false); await ((IMultiplayerClient)this).PlaylistItemChanged(item).ConfigureAwait(false);
} }
serverSidePlaylist = orderedItems;
} }
} }
} }