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osu-lazer/osu.Game.Tests/Beatmaps/IO/ImportBeatmapTest.cs

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C#
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading;
using NUnit.Framework;
using osu.Framework.Desktop.Platform;
using osu.Framework.Platform;
using osu.Game.Database;
using osu.Game.IPC;
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using osu.Game.Screens.Play;
namespace osu.Game.Tests.Beatmaps.IO
{
[TestFixture]
public class ImportBeatmapTest
{
const string osz_path = @"../../../osu-resources/osu.Game.Resources/Beatmaps/241526 Soleily - Renatus.osz";
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[OneTimeSetUp]
public void SetUp()
{
}
[Test]
public void TestImportWhenClosed()
{
//unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
HeadlessGameHost host = new HeadlessGameHost();
var osu = loadOsu(host);
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osu.Dependencies.Get<BeatmapDatabase>().Import(osz_path);
ensureLoaded(osu);
}
[Test]
public void TestImportOverIPC()
{
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HeadlessGameHost host = new HeadlessGameHost("host", true);
HeadlessGameHost client = new HeadlessGameHost("client", true);
Assert.IsTrue(host.IsPrimaryInstance);
Assert.IsTrue(!client.IsPrimaryInstance);
var osu = loadOsu(host);
var importer = new BeatmapImporter(client);
if (!importer.Import(osz_path).Wait(1000))
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Assert.Fail(@"IPC took too long to send");
ensureLoaded(osu, 10000);
}
private OsuGameBase loadOsu(BasicGameHost host)
{
var osu = new OsuGameBase();
host.Add(osu);
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while (!osu.IsLoaded)
Thread.Sleep(1);
//reset beatmap database (sqlite and storage backing)
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osu.Dependencies.Get<BeatmapDatabase>().Reset();
return osu;
}
private void ensureLoaded(OsuGameBase osu, int timeout = 100)
{
IEnumerable<BeatmapSetInfo> resultSets = null;
Action waitAction = () =>
{
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while ((resultSets = osu.Dependencies.Get<BeatmapDatabase>()
.Query<BeatmapSetInfo>().Where(s => s.BeatmapSetID == 241526)).Count() != 1)
Thread.Sleep(1);
};
Assert.IsTrue(waitAction.BeginInvoke(null, null).AsyncWaitHandle.WaitOne(timeout),
@"BeatmapSet did not import to the database");
//ensure we were stored to beatmap database backing...
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Assert.IsTrue(resultSets.Count() == 1);
IEnumerable<BeatmapInfo> resultBeatmaps = null;
//if we don't re-check here, the set will be inserted but the beatmaps won't be present yet.
waitAction = () =>
{
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while ((resultBeatmaps = osu.Dependencies.Get<BeatmapDatabase>()
.Query<BeatmapInfo>().Where(s => s.BeatmapSetID == 241526 && s.BaseDifficultyID > 0)).Count() != 12)
Thread.Sleep(1);
};
Assert.IsTrue(waitAction.BeginInvoke(null, null).AsyncWaitHandle.WaitOne(timeout),
@"Beatmaps did not import to the database");
//fetch children and check we can load from the post-storage path...
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var set = osu.Dependencies.Get<BeatmapDatabase>().GetChildren(resultSets.First());
Assert.IsTrue(set.Beatmaps.Count == resultBeatmaps.Count());
foreach (BeatmapInfo b in resultBeatmaps)
Assert.IsTrue(set.Beatmaps.Any(c => c.BeatmapID == b.BeatmapID));
Assert.IsTrue(set.Beatmaps.Count > 0);
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var beatmap = osu.Dependencies.Get<BeatmapDatabase>().GetBeatmap(set.Beatmaps.First(b => b.Mode == PlayMode.Osu));
Assert.IsTrue(beatmap.HitObjects.Count > 0);
}
}
}