public void TestManyUsers() { const int users_count = 20; AddStep("add many users", () => { for (int i = 0; i < users_count; i++) { MultiplayerClient.AddUser(new APIUser { Id = i, Username = $"User {i}", RulesetsStatistics = new Dictionary <string, UserStatistics> { { Ruleset.Value.ShortName, new UserStatistics { GlobalRank = RNG.Next(1, 100000), } } }, CoverUrl = @"https://osu.ppy.sh/images/headers/profile-covers/c3.jpg", }); MultiplayerClient.ChangeUserState(i, (MultiplayerUserState)RNG.Next(0, (int)MultiplayerUserState.Results + 1)); if (RNG.NextBool()) { var beatmapState = (DownloadState)RNG.Next(0, (int)DownloadState.LocallyAvailable + 1); switch (beatmapState) { case DownloadState.NotDownloaded: MultiplayerClient.ChangeUserBeatmapAvailability(i, BeatmapAvailability.NotDownloaded()); break; case DownloadState.Downloading: MultiplayerClient.ChangeUserBeatmapAvailability(i, BeatmapAvailability.Downloading(RNG.NextSingle())); break; case DownloadState.Importing: MultiplayerClient.ChangeUserBeatmapAvailability(i, BeatmapAvailability.Importing()); break; } } } }); AddRepeatStep("switch hosts", () => MultiplayerClient.TransferHost(RNG.Next(0, users_count)), 10); AddStep("give host back", () => MultiplayerClient.TransferHost(API.LocalUser.Value.Id)); }
public void TestUserWithMods() { AddStep("add user", () => { MultiplayerClient.AddUser(new APIUser { Id = 0, Username = "******", RulesetsStatistics = new Dictionary <string, UserStatistics> { { Ruleset.Value.ShortName, new UserStatistics { GlobalRank = RNG.Next(1, 100000), } } }, CoverUrl = @"https://osu.ppy.sh/images/headers/profile-covers/c3.jpg", }); MultiplayerClient.ChangeUserMods(0, new Mod[] { new OsuModHardRock(), new OsuModDifficultyAdjust { ApproachRate = { Value = 1 } } }); }); for (var i = MultiplayerUserState.Idle; i < MultiplayerUserState.Results; i++) { var state = i; AddStep($"set state: {state}", () => MultiplayerClient.ChangeUserState(0, state)); } AddStep("set state: downloading", () => MultiplayerClient.ChangeUserBeatmapAvailability(0, BeatmapAvailability.Downloading(0))); AddStep("set state: locally available", () => MultiplayerClient.ChangeUserBeatmapAvailability(0, BeatmapAvailability.LocallyAvailable())); }