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osu-lazer/osu.Game/Tests/Visual/TestCasePlayer.cs

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// 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.
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using System;
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using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics.Shapes;
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using osu.Framework.Lists;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.Play;
using osu.Game.Tests.Beatmaps;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Visual
{
public abstract class TestCasePlayer : ScreenTestCase
{
private readonly Ruleset ruleset;
protected Player Player;
protected TestCasePlayer(Ruleset ruleset)
{
this.ruleset = ruleset;
}
protected TestCasePlayer()
{
}
[BackgroundDependencyLoader]
private void load(RulesetStore rulesets)
{
Add(new Box
{
RelativeSizeAxes = Framework.Graphics.Axes.Both,
Colour = Color4.Black,
Depth = int.MaxValue
});
if (ruleset != null)
{
Player p = null;
AddStep(ruleset.RulesetInfo.Name, () => p = loadPlayerFor(ruleset));
AddCheckSteps(() => p);
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}
else
{
foreach (var r in rulesets.AvailableRulesets)
{
Player p = null;
AddStep(r.Name, () => p = loadPlayerFor(r));
AddCheckSteps(() => p);
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AddUntilStep(() =>
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{
p = null;
GC.Collect();
GC.WaitForPendingFinalizers();
int count = 0;
workingWeakReferences.ForEachAlive(_ => count++);
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return count == 1;
}, "no leaked beatmaps");
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AddUntilStep(() =>
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{
GC.Collect();
GC.WaitForPendingFinalizers();
int count = 0;
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playerWeakReferences.ForEachAlive(_ => count++);
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return count == 1;
}, "no leaked players");
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}
}
}
protected virtual void AddCheckSteps(Func<Player> player)
{
AddUntilStep(() => player().IsLoaded, "player loaded");
}
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protected virtual IBeatmap CreateBeatmap(Ruleset ruleset) => new TestBeatmap(ruleset.RulesetInfo);
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private readonly WeakList<WorkingBeatmap> workingWeakReferences = new WeakList<WorkingBeatmap>();
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private readonly WeakList<Player> playerWeakReferences = new WeakList<Player>();
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private Player loadPlayerFor(RulesetInfo ri)
{
Ruleset.Value = ri;
return loadPlayerFor(ri.CreateInstance());
}
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private Player loadPlayerFor(Ruleset r)
{
var beatmap = CreateBeatmap(r);
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var working = new TestWorkingBeatmap(beatmap);
workingWeakReferences.Add(working);
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Beatmap.Value = working;
Beatmap.Value.Mods.Value = new[] { r.GetAllMods().First(m => m is ModNoFail) };
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Player?.Exit();
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var player = CreatePlayer(r);
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playerWeakReferences.Add(player);
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LoadComponentAsync(player, p =>
{
Player = p;
LoadScreen(p);
});
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return player;
}
protected override void Update()
{
base.Update();
// note that this will override any mod rate application
Beatmap.Value.Track.Rate = Clock.Rate;
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}
protected virtual Player CreatePlayer(Ruleset ruleset) => new Player
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{
AllowPause = false,
AllowLeadIn = false,
AllowResults = false,
};
}
}