mirror of
https://github.com/SK-la/Ez2Lazer.git
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Tests pass and seems to work. Need to do a bit more self-testing for higher confidence, but in theory.. Closes https://github.com/ppy/osu/issues/34035. --------- Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
159 lines
6.7 KiB
C#
159 lines
6.7 KiB
C#
// 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;
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using System.Collections.Generic;
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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.Extensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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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.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.OnlinePlay;
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using osu.Game.Screens.OnlinePlay.Lounge;
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using osu.Game.Screens.OnlinePlay.Multiplayer;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Resources;
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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 abstract partial class QueueModeTestScene : ScreenTestScene
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{
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protected abstract QueueMode Mode { get; }
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protected BeatmapInfo InitialBeatmap { get; private set; } = null!;
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protected BeatmapInfo OtherBeatmap { get; private set; } = null!;
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protected IScreen CurrentScreen => multiplayerComponents.CurrentScreen;
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protected IScreen CurrentSubScreen => multiplayerComponents.MultiplayerScreen.CurrentSubScreen;
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protected BeatmapManager Beatmaps { get; private set; } = null!;
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private BeatmapSetInfo importedSet = null!;
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private RulesetStore rulesets = null!;
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private TestMultiplayerComponents multiplayerComponents = null!;
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protected TestMultiplayerClient MultiplayerClient => multiplayerComponents.MultiplayerClient;
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[BackgroundDependencyLoader]
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private void load(GameHost host, AudioManager audio)
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{
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BeatmapStore beatmapStore;
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Dependencies.Cache(rulesets = new RealmRulesetStore(Realm));
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Dependencies.Cache(Beatmaps = new BeatmapManager(LocalStorage, Realm, null, audio, Resources, host, Beatmap.Default));
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Dependencies.CacheAs(beatmapStore = new RealmDetachedBeatmapStore());
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Dependencies.Cache(Realm);
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Add(beatmapStore);
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}
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddStep("import beatmap", () =>
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{
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Beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).WaitSafely();
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Realm.Write(r =>
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{
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foreach (var beatmapInfo in r.All<BeatmapInfo>())
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beatmapInfo.OnlineMD5Hash = beatmapInfo.MD5Hash;
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});
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importedSet = Beatmaps.GetAllUsableBeatmapSets().First();
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InitialBeatmap = importedSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0);
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OtherBeatmap = importedSet.Beatmaps.Last(b => b.Ruleset.OnlineID == 0);
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});
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AddStep("load multiplayer", () => LoadScreen(multiplayerComponents = new TestMultiplayerComponents()));
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AddUntilStep("wait for multiplayer to load", () => multiplayerComponents.IsLoaded);
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AddUntilStep("wait for lounge to load", () => this.ChildrenOfType<MultiplayerLoungeSubScreen>().FirstOrDefault()?.IsLoaded == true);
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AddUntilStep("wait for lounge", () => multiplayerComponents.ChildrenOfType<LoungeSubScreen>().SingleOrDefault()?.IsLoaded == true);
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AddStep("open room", () => multiplayerComponents.ChildrenOfType<LoungeSubScreen>().Single().Open(new Room
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{
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Name = "Test Room",
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QueueMode = Mode,
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Playlist =
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[
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new PlaylistItem(InitialBeatmap)
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{
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RulesetID = new OsuRuleset().RulesetInfo.OnlineID
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}
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]
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}));
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AddUntilStep("wait for room open", () => this.ChildrenOfType<MultiplayerMatchSubScreen>().FirstOrDefault()?.IsLoaded == true);
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AddWaitStep("wait for transition", 2);
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ClickButtonWhenEnabled<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>();
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AddUntilStep("wait for join", () => MultiplayerClient.RoomJoined);
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AddUntilStep("wait for ongoing operation to complete", () => !(CurrentScreen as OnlinePlayScreen).ChildrenOfType<OngoingOperationTracker>().Single().InProgress.Value);
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}
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[Test]
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public void TestCreatedWithCorrectMode()
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{
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AddUntilStep("room created with correct mode", () => MultiplayerClient.ClientAPIRoom?.QueueMode == Mode);
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}
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protected void RunGameplay()
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{
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AddUntilStep("wait for idle", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Idle);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("wait for ready", () => MultiplayerClient.LocalUser?.State == MultiplayerUserState.Ready);
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ClickButtonWhenEnabled<MultiplayerReadyButton>();
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AddUntilStep("wait for player", () => multiplayerComponents.CurrentScreen is Player player && player.IsLoaded);
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AddStep("exit player", () => multiplayerComponents.MultiplayerScreen.MakeCurrent());
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}
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protected void AddBeatmapFromSongSelect(Func<BeatmapInfo> beatmap, RulesetInfo? ruleset = null, IReadOnlyList<Mod>? mods = null)
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{
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Screens.SelectV2.SongSelect? songSelect = null;
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AddStep("click add button", () =>
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{
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InputManager.MoveMouseTo(this.ChildrenOfType<MultiplayerMatchSubScreen.AddItemButton>().Single());
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InputManager.Click(MouseButton.Left);
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});
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AddUntilStep("wait for song select", () => (songSelect = CurrentSubScreen as Screens.SelectV2.SongSelect) != null);
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AddUntilStep("wait for loaded", () => songSelect.IsCurrentScreen() && !songSelect.AsNonNull().IsFiltering);
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if (ruleset != null)
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AddStep($"set {ruleset.Name} ruleset", () => songSelect.AsNonNull().Ruleset.Value = ruleset);
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if (mods != null)
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AddStep($"set mods to {string.Join(",", mods.Select(m => m.Acronym))}", () => songSelect.AsNonNull().Mods.Value = mods);
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AddStep("select other beatmap", () => songSelect.AsNonNull().Beatmap.Value = Beatmaps.GetWorkingBeatmap(beatmap()));
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AddStep("confirm selection", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for return to match", () => CurrentSubScreen is MultiplayerMatchSubScreen);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (rulesets.IsNotNull())
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rulesets.Dispose();
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}
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}
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}
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