osukey/osu.Game.Tests/Visual/Multiplayer/TestSceneMultiplayerPlaylist.cs
2021-12-01 21:32:56 +09:00

256 lines
10 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.Diagnostics;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Platform;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Online.Multiplayer;
using osu.Game.Online.Rooms;
using osu.Game.Rulesets;
using osu.Game.Screens.OnlinePlay;
using osu.Game.Screens.OnlinePlay.Multiplayer;
using osu.Game.Tests.Resources;
using osuTK;
namespace osu.Game.Tests.Visual.Multiplayer
{
public class TestSceneMultiplayerPlaylist : MultiplayerTestScene
{
private BeatmapManager beatmaps;
private RulesetStore rulesets;
private BeatmapSetInfo importedSet;
private BeatmapInfo importedBeatmap;
[Cached(typeof(UserLookupCache))]
private UserLookupCache lookupCache = new TestUserLookupCache();
[BackgroundDependencyLoader]
private void load(GameHost host, AudioManager audio)
{
Dependencies.Cache(rulesets = new RulesetStore(ContextFactory));
Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, Resources, host, Beatmap.Default));
}
[SetUp]
public new void Setup() => Schedule(() =>
{
Child = new MultiplayerPlaylist
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(0.4f, 0.8f)
};
});
[SetUpSteps]
public new void SetUpSteps()
{
AddStep("import beatmap", () =>
{
beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).Wait();
importedSet = beatmaps.GetAllUsableBeatmapSetsEnumerable(IncludedDetails.All).First();
importedBeatmap = importedSet.Beatmaps.First(b => b.RulesetID == 0);
});
}
[Test]
public void DoTest()
{
AddStep("change to round robin mode", () => Client.ChangeSettings(new MultiplayerRoomSettings { QueueMode = QueueMode.AllPlayersRoundRobin }));
AddStep("add playlist item for user 1", () => Client.AddPlaylistItem(new MultiplayerPlaylistItem
{
BeatmapID = importedBeatmap.OnlineID!.Value
}));
}
public class MultiplayerPlaylist : MultiplayerRoomComposite
{
private QueueList queueList;
private DrawableRoomPlaylist historyList;
private bool firstPopulation = true;
[BackgroundDependencyLoader]
private void load()
{
InternalChild = new GridContainer
{
RelativeSizeAxes = Axes.Both,
Content = new[]
{
new Drawable[]
{
queueList = new QueueList(false, false, true)
{
RelativeSizeAxes = Axes.Both
},
historyList = new DrawableRoomPlaylist(false, false, true)
{
RelativeSizeAxes = Axes.Both
}
}
}
};
}
protected override void OnRoomUpdated()
{
base.OnRoomUpdated();
if (Room == null)
return;
if (!firstPopulation) return;
foreach (var item in Room.Playlist)
PlaylistItemAdded(item);
firstPopulation = false;
}
protected override void PlaylistItemAdded(MultiplayerPlaylistItem item)
{
base.PlaylistItemAdded(item);
if (item.Expired)
historyList.Items.Add(getPlaylistItem(item));
else
queueList.Items.Add(getPlaylistItem(item));
}
protected override void PlaylistItemRemoved(long item)
{
base.PlaylistItemRemoved(item);
queueList.Items.RemoveAll(i => i.ID == item);
}
protected override void PlaylistItemChanged(MultiplayerPlaylistItem item)
{
base.PlaylistItemChanged(item);
PlaylistItemRemoved(item.ID);
PlaylistItemAdded(item);
}
private PlaylistItem getPlaylistItem(MultiplayerPlaylistItem item) => Playlist.Single(i => i.ID == item.ID);
}
public class QueueList : DrawableRoomPlaylist
{
public readonly IBindable<QueueMode> QueueMode = new Bindable<QueueMode>();
public QueueList(bool allowEdit, bool allowSelection, bool reverse = false)
: base(allowEdit, allowSelection, reverse)
{
}
protected override FillFlowContainer<RearrangeableListItem<PlaylistItem>> CreateListFillFlowContainer() => new QueueFillFlowContainer
{
QueueMode = { BindTarget = QueueMode },
Spacing = new Vector2(0, 2)
};
private class QueueFillFlowContainer : FillFlowContainer<RearrangeableListItem<PlaylistItem>>
{
public readonly IBindable<QueueMode> QueueMode = new Bindable<QueueMode>();
protected override void LoadComplete()
{
base.LoadComplete();
QueueMode.BindValueChanged(_ => InvalidateLayout());
}
public override IEnumerable<Drawable> FlowingChildren
{
get
{
switch (QueueMode.Value)
{
default:
return AliveInternalChildren.Where(d => d.IsPresent)
.OfType<RearrangeableListItem<PlaylistItem>>()
.OrderBy(item => item.Model.ID);
case Game.Online.Multiplayer.QueueMode.AllPlayersRoundRobin:
// TODO: THIS IS SO INEFFICIENT, can it be done any better?
// Group all items by their owners.
var groups = AliveInternalChildren.Where(d => d.IsPresent)
.OfType<RearrangeableListItem<PlaylistItem>>()
.GroupBy(item => item.Model.OwnerID)
.Select(g => g.ToArray())
.ToArray();
if (groups.Length == 0)
return Enumerable.Empty<Drawable>();
// Find the initial picking order for the groups. The group with the smallest 'weight' picks first.
int[] groupWeights = new int[groups.Length];
for (int i = 0; i < groups.Length; i++)
{
groupWeights[i] = groups[i].Count(item => item.Model.Expired);
groups[i] = groups[i].Where(item => !item.Model.Expired).ToArray();
}
var result = new List<Drawable>();
// Simulate the playlist by picking in order from the smallest-weighted room each time until no longer able to.
while (true)
{
var candidateGroup = groups
// Map each group to an index.
.Select((items, index) => new { index, items })
// Order groups by their weights.
.OrderBy(group => groupWeights[group.index])
// Select the first group with remaining items (null is set from previous iterations).
.FirstOrDefault(group => group.items.Any(i => i != null));
// Iteration ends when all groups have been exhausted of items.
if (candidateGroup == null)
break;
// Find the index of the first non-null (i.e. unused) item in the group.
int candidateItemIndex = 0;
RearrangeableListItem<PlaylistItem> candidateItem = null;
for (int i = 0; i < candidateGroup.items.Length; i++)
{
if (candidateGroup.items[i] != null)
{
candidateItemIndex = i;
candidateItem = candidateGroup.items[i];
}
}
// The item is guaranteed to not be expired, since we've previously removed all expired items.
Debug.Assert(candidateItem?.Model.Expired == false);
// Add the item to the result set.
result.Add(candidateItem);
// Update the group for the next iteration.
candidateGroup.items[candidateItemIndex] = null;
groupWeights[candidateGroup.index]++;
}
return result;
}
}
}
}
}
}
}