Beispiel #1
0
        public async Task SpectatingUserStateDoesNotChange()
        {
            await Hub.JoinRoom(ROOM_ID);

            await Hub.ChangeState(MultiplayerUserState.Ready);

            SetUserContext(ContextUser2);
            await Hub.JoinRoom(ROOM_ID);

            await Hub.ChangeState(MultiplayerUserState.Spectating);

            SetUserContext(ContextUser);

            await Hub.StartMatch();

            GameplayReceiver.Verify(c => c.LoadRequested(), Times.Once);
            Clients.Verify(clients => clients.Client(ContextUser2.Object.ConnectionId).UserStateChanged(USER_ID_2, MultiplayerUserState.WaitingForLoad), Times.Never);

            await Hub.ChangeState(MultiplayerUserState.Loaded);

            Receiver.Verify(c => c.MatchStarted(), Times.Once);
            Clients.Verify(clients => clients.Client(ContextUser2.Object.ConnectionId).UserStateChanged(USER_ID_2, MultiplayerUserState.Playing), Times.Never);

            await Hub.ChangeState(MultiplayerUserState.FinishedPlay);

            Receiver.Verify(c => c.ResultsReady(), Times.Once);
            Clients.Verify(clients => clients.Client(ContextUser2.Object.ConnectionId).UserStateChanged(USER_ID_2, MultiplayerUserState.Results), Times.Never);
        }
Beispiel #2
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        public async Task OnlyReadiedUpUsersTransitionToPlay()
        {
            await Hub.JoinRoom(ROOM_ID);

            await Hub.ChangeState(MultiplayerUserState.Ready);

            SetUserContext(ContextUser2);
            await Hub.JoinRoom(ROOM_ID);

            SetUserContext(ContextUser);
            await Hub.StartMatch();

            using (var room = await Rooms.GetForUse(ROOM_ID))
            {
                Assert.Equal(MultiplayerRoomState.WaitingForLoad, room.Item?.State);

                Assert.Single(room.Item?.Users, u => u.State == MultiplayerUserState.WaitingForLoad);
                Assert.Single(room.Item?.Users, u => u.State == MultiplayerUserState.Idle);
            }

            await Hub.ChangeState(MultiplayerUserState.Loaded);

            using (var room = await Rooms.GetForUse(ROOM_ID))
            {
                Assert.Single(room.Item?.Users, u => u.State == MultiplayerUserState.Playing);
                Assert.Single(room.Item?.Users, u => u.State == MultiplayerUserState.Idle);
            }
        }
Beispiel #3
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        public async Task AllUsersBackingOutFromLoadCancelsTransitionToPlay()
        {
            await Hub.JoinRoom(ROOM_ID);

            SetUserContext(ContextUser2);
            await Hub.JoinRoom(ROOM_ID);

            await Hub.ChangeState(MultiplayerUserState.Ready);

            SetUserContext(ContextUser);
            await Hub.ChangeState(MultiplayerUserState.Ready);

            await Hub.StartMatch();

            using (var room = await Rooms.GetForUse(ROOM_ID))
                Assert.Equal(MultiplayerRoomState.WaitingForLoad, room.Item?.State);

            await Hub.ChangeState(MultiplayerUserState.Idle);

            SetUserContext(ContextUser2);
            await Hub.ChangeState(MultiplayerUserState.Idle);

            using (var room = await Rooms.GetForUse(ROOM_ID))
                Assert.Equal(MultiplayerRoomState.Open, room.Item?.State);
        }
        public async Task ChangingSettingsMarksReadyUsersAsIdle()
        {
            MultiplayerRoomSettings testSettings = new MultiplayerRoomSettings
            {
                Name            = "bestest room ever",
                BeatmapChecksum = "checksum"
            };

            await Hub.JoinRoom(ROOM_ID);

            MultiplayerRoom?room;

            using (var usage = Hub.GetRoom(ROOM_ID))
            {
                // unsafe, but just for tests.
                room = usage.Item;
                Debug.Assert(room != null);
            }

            await Hub.ChangeState(MultiplayerUserState.Ready);

            Receiver.Verify(r => r.UserStateChanged(USER_ID, MultiplayerUserState.Ready), Times.Once);
            Assert.All(room.Users, u => Assert.Equal(MultiplayerUserState.Ready, u.State));

            await Hub.ChangeSettings(testSettings);

            Receiver.Verify(r => r.UserStateChanged(USER_ID, MultiplayerUserState.Idle), Times.Once);
            Assert.All(room.Users, u => Assert.Equal(MultiplayerUserState.Idle, u.State));
        }
Beispiel #5
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        public async void NotReadyUsersDontGetLoadRequest()
        {
            await Hub.JoinRoom(ROOM_ID);

            SetUserContext(ContextUser2);
            await Hub.JoinRoom(ROOM_ID);

            SetUserContext(ContextUser);

            using (var room = await Rooms.GetForUse(ROOM_ID))
                Assert.All(room.Item?.Users, u => Assert.Equal(MultiplayerUserState.Idle, u.State));

            // one user enters a ready state.
            await Hub.ChangeState(MultiplayerUserState.Ready);

            using (var room = await Rooms.GetForUse(ROOM_ID))
            {
                Assert.Single(room.Item?.Users.Where(u => u.State == MultiplayerUserState.Idle));
                Assert.Single(room.Item?.Users.Where(u => u.State == MultiplayerUserState.Ready));

                Assert.Equal(MultiplayerRoomState.Open, room.Item?.State);
            }

            // host requests the start of the match.
            await Hub.StartMatch();

            GameplayReceiver.Verify(r => r.LoadRequested(), Times.Once);
            Receiver.Verify(r => r.LoadRequested(), Times.Never);

            using (var room = await Rooms.GetForUse(ROOM_ID))
            {
                Assert.Single(room.Item?.Users.Where(u => u.State == MultiplayerUserState.WaitingForLoad));
                Assert.Single(room.Item?.Users.Where(u => u.State == MultiplayerUserState.Idle));
            }
        }
        public async Task RoomHasNewPlaylistItemAfterMatchStart()
        {
            long playlistItemId         = (await Hub.JoinRoom(ROOM_ID)).Settings.PlaylistItemId;
            long expectedPlaylistItemId = playlistItemId + 1;

            Database.Setup(db => db.AddPlaylistItemAsync(It.IsAny <multiplayer_playlist_item>()))
            .ReturnsAsync(() => expectedPlaylistItemId);

            await Hub.ChangeState(MultiplayerUserState.Ready);

            await Hub.StartMatch();

            await Hub.ChangeState(MultiplayerUserState.Loaded);

            await Hub.ChangeState(MultiplayerUserState.FinishedPlay);

            using (var usage = Hub.GetRoom(ROOM_ID))
            {
                var room = usage.Item;
                Debug.Assert(room != null);

                Assert.Equal(expectedPlaylistItemId, room.Settings.PlaylistItemId);
                Receiver.Verify(r => r.SettingsChanged(room.Settings), Times.Once);
            }
        }
Beispiel #7
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        public async Task OnlyFinishedUsersTransitionToResults()
        {
            await Hub.JoinRoom(ROOM_ID);

            await Hub.ChangeState(MultiplayerUserState.Ready);

            SetUserContext(ContextUser2);
            await Hub.JoinRoom(ROOM_ID);

            SetUserContext(ContextUser);

            await Hub.StartMatch();

            await Hub.ChangeState(MultiplayerUserState.Loaded);

            await Hub.ChangeState(MultiplayerUserState.FinishedPlay);

            VerifyRemovedFromGameplayGroup(ContextUser, ROOM_ID);
            VerifyRemovedFromGameplayGroup(ContextUser2, ROOM_ID, false);

            using (var room = await Rooms.GetForUse(ROOM_ID))
            {
                Assert.Single(room.Item?.Users, u => u.State == MultiplayerUserState.Results);
                Assert.Single(room.Item?.Users, u => u.State == MultiplayerUserState.Idle);
            }
        }
Beispiel #8
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        public async Task UserStateChangeNotifiesOtherUsers()
        {
            await Hub.JoinRoom(ROOM_ID);

            await Hub.ChangeState(MultiplayerUserState.Ready);

            Receiver.Verify(r => r.UserStateChanged(USER_ID, MultiplayerUserState.Ready), Times.Once);
        }
Beispiel #9
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        public async Task CanTransitionFromReadyToSpectating()
        {
            await Hub.JoinRoom(ROOM_ID);

            await Hub.ChangeState(MultiplayerUserState.Ready);

            await Hub.ChangeState(MultiplayerUserState.Spectating);
        }
Beispiel #10
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        public async Task CanTransitionBetweenIdleAndSpectating()
        {
            await Hub.JoinRoom(ROOM_ID);

            await Hub.ChangeState(MultiplayerUserState.Spectating);

            await Hub.ChangeState(MultiplayerUserState.Idle);
        }
Beispiel #11
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        public async Task SingleUserMatchFlow()
        {
            await Hub.JoinRoom(ROOM_ID);

            using (var room = await Rooms.GetForUse(ROOM_ID))
                Assert.All(room.Item?.Users, u => Assert.Equal(MultiplayerUserState.Idle, u.State));

            // some users enter a ready state.
            await Hub.ChangeState(MultiplayerUserState.Ready);

            using (var room = await Rooms.GetForUse(ROOM_ID))
            {
                Assert.All(room.Item?.Users, u => Assert.Equal(MultiplayerUserState.Ready, u.State));

                Assert.Equal(MultiplayerRoomState.Open, room.Item?.State);
            }

            // host requests the start of the match.
            await Hub.StartMatch();

            // server requests the all users start loading.
            GameplayReceiver.Verify(r => r.LoadRequested(), Times.Once);
            Receiver.Verify(r => r.UserStateChanged(USER_ID, MultiplayerUserState.WaitingForLoad), Times.Once);
            using (var room = await Rooms.GetForUse(ROOM_ID))

                Assert.All(room.Item?.Users, u => Assert.Equal(MultiplayerUserState.WaitingForLoad, u.State));

            // all users finish loading.
            await Hub.ChangeState(MultiplayerUserState.Loaded);

            Receiver.Verify(r => r.UserStateChanged(USER_ID, MultiplayerUserState.Playing), Times.Once);
            using (var room = await Rooms.GetForUse(ROOM_ID))
                Assert.Equal(MultiplayerRoomState.Playing, room.Item?.State);

            // server requests users start playing.
            Receiver.Verify(r => r.MatchStarted(), Times.Once);
            using (var room = await Rooms.GetForUse(ROOM_ID))
                Assert.All(room.Item?.Users, u => Assert.Equal(MultiplayerUserState.Playing, u.State));

            // all users finish playing.
            await Hub.ChangeState(MultiplayerUserState.FinishedPlay);

            using (var room = await Rooms.GetForUse(ROOM_ID))
                Assert.Equal(MultiplayerRoomState.Open, room.Item?.State);

            // server lets players know that results are ready for consumption (all players have finished).
            Receiver.Verify(r => r.ResultsReady(), Times.Once);
            Receiver.Verify(r => r.UserStateChanged(USER_ID, MultiplayerUserState.Results), Times.Once);
            using (var room = await Rooms.GetForUse(ROOM_ID))
                Assert.All(room.Item?.Users, u => Assert.Equal(MultiplayerUserState.Results, u.State));

            // players return back to idle state as they please.
            await Hub.ChangeState(MultiplayerUserState.Idle);

            using (var room = await Rooms.GetForUse(ROOM_ID))
                Assert.All(room.Item?.Users, u => Assert.Equal(MultiplayerUserState.Idle, u.State));
        }
Beispiel #12
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        public async Task StartingMatchWithHostNotReadyFails()
        {
            await Hub.JoinRoom(ROOM_ID);

            SetUserContext(ContextUser2);
            await Hub.JoinRoom(ROOM_ID);

            await Hub.ChangeState(MultiplayerUserState.Ready);

            SetUserContext(ContextUser);
            await Assert.ThrowsAsync <InvalidStateException>(() => Hub.StartMatch());
        }
        public async Task UserCantChangeSettingsWhenGameIsActive()
        {
            await Hub.JoinRoom(ROOM_ID);

            await Hub.ChangeState(MultiplayerUserState.Ready);

            await Hub.StartMatch();

            using (var room = await Rooms.GetForUse(ROOM_ID))
                Assert.Equal(MultiplayerRoomState.WaitingForLoad, room.Item?.State);

            await Assert.ThrowsAsync <InvalidStateException>(() => Hub.ChangeSettings(new MultiplayerRoomSettings()));
        }
Beispiel #14
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        public async Task SpectatingHostCanStartMatch()
        {
            await Hub.JoinRoom(ROOM_ID);

            await Hub.ChangeState(MultiplayerUserState.Spectating);

            SetUserContext(ContextUser2);
            await Hub.JoinRoom(ROOM_ID);

            await Hub.ChangeState(MultiplayerUserState.Ready);

            SetUserContext(ContextUser);
            await Hub.StartMatch();

            GameplayReceiver.Verify(c => c.LoadRequested(), Times.Once);
        }
Beispiel #15
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        public async Task StartingAlreadyStartedMatchFails()
        {
            await Hub.JoinRoom(ROOM_ID);

            await Hub.ChangeState(MultiplayerUserState.Ready);

            using (var room = await Rooms.GetForUse(ROOM_ID))
                Assert.Equal(MultiplayerRoomState.Open, room.Item?.State);

            await Hub.StartMatch();

            using (var room = await Rooms.GetForUse(ROOM_ID))
                Assert.Equal(MultiplayerRoomState.WaitingForLoad, room.Item?.State);

            await Assert.ThrowsAsync <InvalidStateException>(() => Hub.StartMatch());
        }
Beispiel #16
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        public async Task UserDisconnectsDuringGameplayUpdatesRoomState()
        {
            await Hub.JoinRoom(ROOM_ID);

            await Hub.ChangeState(MultiplayerUserState.Ready);

            SetUserContext(ContextUser2);
            await Hub.JoinRoom(ROOM_ID);

            await Hub.ChangeState(MultiplayerUserState.Ready);

            SetUserContext(ContextUser);
            await Hub.StartMatch();

            using (var room = await Rooms.GetForUse(ROOM_ID))
            {
                Assert.Equal(MultiplayerRoomState.WaitingForLoad, room.Item?.State);
                Assert.All(room.Item?.Users, u => Assert.Equal(MultiplayerUserState.WaitingForLoad, u.State));
            }

            SetUserContext(ContextUser);
            await Hub.ChangeState(MultiplayerUserState.Loaded);

            SetUserContext(ContextUser2);
            await Hub.ChangeState(MultiplayerUserState.Loaded);

            using (var room = await Rooms.GetForUse(ROOM_ID))
            {
                Assert.All(room.Item?.Users, u => Assert.Equal(MultiplayerUserState.Playing, u.State));
                Assert.Equal(MultiplayerRoomState.Playing, room.Item?.State);
            }

            // first user exits gameplay
            SetUserContext(ContextUser);
            await Hub.ChangeState(MultiplayerUserState.Idle);

            using (var room = await Rooms.GetForUse(ROOM_ID))
                Assert.Equal(MultiplayerRoomState.Playing, room.Item?.State);

            // second user gets disconnected
            SetUserContext(ContextUser2);
            await Hub.LeaveRoom();

            using (var room = await Rooms.GetForUse(ROOM_ID))
                Assert.Equal(MultiplayerRoomState.Open, room.Item?.State);
        }
Beispiel #17
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        public async Task SpectatingUserReceivesLoadRequestedAfterMatchStarted()
        {
            await Hub.JoinRoom(ROOM_ID);

            await Hub.ChangeState(MultiplayerUserState.Ready);

            await Hub.StartMatch();

            Receiver.Verify(c => c.LoadRequested(), Times.Never);
            GameplayReceiver.Verify(c => c.LoadRequested(), Times.Once);

            SetUserContext(ContextUser2);
            await Hub.JoinRoom(ROOM_ID);

            await Hub.ChangeState(MultiplayerUserState.Spectating);

            Caller.Verify(c => c.LoadRequested(), Times.Once);

            // Ensure no other clients received LoadRequested().
            Receiver.Verify(c => c.LoadRequested(), Times.Never);
            GameplayReceiver.Verify(c => c.LoadRequested(), Times.Once);
        }
Beispiel #18
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        public async Task OnlyReadyPlayersAreAddedToAndRemovedFromGameplayGroup()
        {
            await Hub.JoinRoom(ROOM_ID);

            await Hub.ChangeState(MultiplayerUserState.Ready);

            SetUserContext(ContextUser2);
            await Hub.JoinRoom(ROOM_ID);

            SetUserContext(ContextUser);

            await Hub.StartMatch();

            await Hub.ChangeState(MultiplayerUserState.Loaded);

            VerifyAddedToGameplayGroup(ContextUser, ROOM_ID);
            VerifyAddedToGameplayGroup(ContextUser2, ROOM_ID, false);

            await Hub.ChangeState(MultiplayerUserState.FinishedPlay);

            VerifyRemovedFromGameplayGroup(ContextUser, ROOM_ID);
            VerifyRemovedFromGameplayGroup(ContextUser2, ROOM_ID, false);
        }
Beispiel #19
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        public async Task MultiUserMatchFlow()
        {
            await Hub.JoinRoom(ROOM_ID);

            SetUserContext(ContextUser2);
            await Hub.JoinRoom(ROOM_ID);

            using (var room = await Rooms.GetForUse(ROOM_ID))
                Assert.All(room.Item?.Users, u => Assert.Equal(MultiplayerUserState.Idle, u.State));

            // both users become ready.
            SetUserContext(ContextUser);
            await Hub.ChangeState(MultiplayerUserState.Ready);

            SetUserContext(ContextUser2);
            await Hub.ChangeState(MultiplayerUserState.Ready);

            using (var room = await Rooms.GetForUse(ROOM_ID))
                Assert.All(room.Item?.Users, u => Assert.Equal(MultiplayerUserState.Ready, u.State));

            // host requests the start of the match.
            SetUserContext(ContextUser);
            await Hub.StartMatch();

            // server requests the all users start loading.
            GameplayReceiver.Verify(r => r.LoadRequested(), Times.Once);
            using (var room = await Rooms.GetForUse(ROOM_ID))
                Assert.All(room.Item?.Users, u => Assert.Equal(MultiplayerUserState.WaitingForLoad, u.State));
            Receiver.Verify(r => r.UserStateChanged(USER_ID, MultiplayerUserState.WaitingForLoad), Times.Once);
            Receiver.Verify(r => r.UserStateChanged(USER_ID_2, MultiplayerUserState.WaitingForLoad), Times.Once);

            // first user finishes loading.
            SetUserContext(ContextUser);
            await Hub.ChangeState(MultiplayerUserState.Loaded);

            // room is still waiting for second user to load.
            using (var room = await Rooms.GetForUse(ROOM_ID))
                Assert.Equal(MultiplayerRoomState.WaitingForLoad, room.Item?.State);
            Receiver.Verify(r => r.MatchStarted(), Times.Never);

            // second user finishes loading, which triggers gameplay to start.
            SetUserContext(ContextUser2);
            await Hub.ChangeState(MultiplayerUserState.Loaded);

            using (var room = await Rooms.GetForUse(ROOM_ID))
            {
                Assert.Equal(MultiplayerRoomState.Playing, room.Item?.State);
                Receiver.Verify(r => r.MatchStarted(), Times.Once);
                Assert.All(room.Item?.Users, u => Assert.Equal(MultiplayerUserState.Playing, u.State));
                Receiver.Verify(r => r.UserStateChanged(USER_ID, MultiplayerUserState.Playing), Times.Once);
                Receiver.Verify(r => r.UserStateChanged(USER_ID_2, MultiplayerUserState.Playing), Times.Once);
            }

            // first user finishes playing.
            SetUserContext(ContextUser);
            await Hub.ChangeState(MultiplayerUserState.FinishedPlay);

            using (var room = await Rooms.GetForUse(ROOM_ID))
            {
                // room is still waiting for second user to finish playing.
                Assert.Equal(MultiplayerRoomState.Playing, room.Item?.State);
                Receiver.Verify(r => r.UserStateChanged(USER_ID, MultiplayerUserState.FinishedPlay), Times.Once);
                Receiver.Verify(r => r.UserStateChanged(USER_ID_2, MultiplayerUserState.Playing), Times.Once);
                Receiver.Verify(r => r.ResultsReady(), Times.Never);
            }

            // second user finishes playing.
            SetUserContext(ContextUser2);
            await Hub.ChangeState(MultiplayerUserState.FinishedPlay);

            using (var room = await Rooms.GetForUse(ROOM_ID))
            {
                // server lets players know that results are ready for consumption (all players have finished).
                Receiver.Verify(r => r.ResultsReady(), Times.Once);
                Assert.All(room.Item?.Users, u => Assert.Equal(MultiplayerUserState.Results, u.State));
                Receiver.Verify(r => r.UserStateChanged(USER_ID, MultiplayerUserState.Results), Times.Once);
                Receiver.Verify(r => r.UserStateChanged(USER_ID_2, MultiplayerUserState.Results), Times.Once);

                Assert.Equal(MultiplayerRoomState.Open, room.Item?.State);
            }
        }
Beispiel #20
0
        public async Task UserCantChangeStateToReservedStates(MultiplayerUserState reservedState)
        {
            await Hub.JoinRoom(ROOM_ID);

            await Assert.ThrowsAsync <InvalidStateChangeException>(() => Hub.ChangeState(reservedState));
        }