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osu-lazer/osu.Game.Tests/Visual/Editing/TestSceneEditorNavigation.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.
using System.Linq;
using NUnit.Framework;
using osu.Framework.Extensions;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Rulesets.Mania;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.GameplayTest;
using osu.Game.Screens.Select;
using osu.Game.Tests.Resources;
namespace osu.Game.Tests.Visual.Editing
{
public class TestSceneEditorNavigation : OsuGameTestScene
{
[Test]
public void TestEditorGameplayTestAlwaysUsesOriginalRuleset()
{
BeatmapSetInfo beatmapSet = null!;
AddStep("import test beatmap", () => Game.BeatmapManager.Import(TestResources.GetTestBeatmapForImport()).WaitSafely());
AddStep("retrieve beatmap", () => beatmapSet = Game.BeatmapManager.QueryBeatmapSet(set => !set.Protected).AsNonNull().Value.Detach());
AddStep("present beatmap", () => Game.PresentBeatmap(beatmapSet));
AddUntilStep("wait for song select",
() => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet)
&& Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect
&& songSelect.IsLoaded);
AddStep("switch ruleset", () => Game.Ruleset.Value = new ManiaRuleset().RulesetInfo);
AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0)));
Centralise and harden editor-ready-for-use check Not only does this combine the check into one location, but it also adds a check on the global `WorkingBeatmap` being updated, which is the only way I can see the following failure happening: ```csharp 05:19:07 osu.Game.Tests: osu.Game.Tests.Visual.Editing.TestSceneEditorBeatmapCreation.TestAddAudioTrack 05:19:07 Failed TestAddAudioTrack [161 ms] 05:19:07 Error Message: 05:19:07 TearDown : System.NullReferenceException : Object reference not set to an instance of an object. 05:19:07 Stack Trace: 05:19:07 --TearDown 05:19:07 at osu.Game.Database.ModelManager`1.<>c__DisplayClass7_0.<AddFile>b__0(TModel managed) in C:\BuildAgent\work\ecd860037212ac52\osu.Game\Database\ModelManager.cs:line 36 05:19:07 at osu.Game.Database.ModelManager`1.<>c__DisplayClass8_0.<performFileOperation>b__0(Realm realm) in C:\BuildAgent\work\ecd860037212ac52\osu.Game\Database\ModelManager.cs:line 49 05:19:07 at osu.Game.Database.RealmExtensions.Write(Realm realm, Action`1 function) in C:\BuildAgent\work\ecd860037212ac52\osu.Game\Database\RealmExtensions.cs:line 14 05:19:07 at osu.Game.Database.ModelManager`1.performFileOperation(TModel item, Action`1 operation) in C:\BuildAgent\work\ecd860037212ac52\osu.Game\Database\ModelManager.cs:line 46 05:19:07 at osu.Game.Database.ModelManager`1.AddFile(TModel item, Stream contents, String filename) in C:\BuildAgent\work\ecd860037212ac52\osu.Game\Database\ModelManager.cs:line 36 05:19:07 at osu.Game.Screens.Edit.Setup.ResourcesSection.ChangeAudioTrack(FileInfo source) in C:\BuildAgent\work\ecd860037212ac52\osu.Game\Screens\Edit\Setup\ResourcesSection.cs:line 115 05:19:07 at osu.Game.Tests.Visual.Editing.TestSceneEditorBeatmapCreation.<TestAddAudioTrack>b__13_0() in C:\BuildAgent\work\ecd860037212ac52\osu.Game.Tests\Visual\Editing\TestSceneEditorBeatmapCreation.cs:line 101 05:19:07 at osu.Framework.Testing.Drawables.Steps.AssertButton.checkAssert() 05:19:07 at osu.Framework.Testing.Drawables.Steps.StepButton.PerformStep(Boolean userTriggered) 05:19:07 at osu.Framework.Testing.TestScene.runNextStep(Action onCompletion, Action`1 onError, Func`2 stopCondition) ```
2022-06-27 15:19:31 +08:00
AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
AddStep("test gameplay", () => ((Editor)Game.ScreenStack.CurrentScreen).TestGameplay());
AddUntilStep("wait for player", () =>
{
// notifications may fire at almost any inopportune time and cause annoying test failures.
// relentlessly attempt to dismiss any and all interfering overlays, which includes notifications.
// this is theoretically not foolproof, but it's the best that can be done here.
Game.CloseAllOverlays();
return Game.ScreenStack.CurrentScreen is EditorPlayer editorPlayer && editorPlayer.IsLoaded;
});
AddAssert("current ruleset is osu!", () => Game.Ruleset.Value.Equals(new OsuRuleset().RulesetInfo));
AddStep("exit to song select", () => Game.PerformFromScreen(_ => { }, typeof(PlaySongSelect).Yield()));
AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is PlaySongSelect);
AddAssert("previous ruleset restored", () => Game.Ruleset.Value.Equals(new ManiaRuleset().RulesetInfo));
}
}
}