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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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#nullable disable
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using System ;
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using System.IO ;
using System.Linq ;
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using NUnit.Framework ;
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using osu.Framework.Allocation ;
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using osu.Framework.Extensions.ObjectExtensions ;
using osu.Framework.Graphics ;
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using osu.Framework.Screens ;
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using osu.Framework.Testing ;
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using osu.Game.Beatmaps ;
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using osu.Game.Beatmaps.ControlPoints ;
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using osu.Game.Database ;
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using osu.Game.Overlays.Dialog ;
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using osu.Game.Rulesets ;
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using osu.Game.Rulesets.Catch ;
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using osu.Game.Rulesets.Osu ;
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using osu.Game.Rulesets.Osu.Objects ;
using osu.Game.Rulesets.Osu.UI ;
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using osu.Game.Screens.Edit ;
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using osu.Game.Screens.Edit.Setup ;
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using osu.Game.Storyboards ;
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using osu.Game.Tests.Resources ;
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using osuTK ;
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using osuTK.Input ;
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using SharpCompress.Archives ;
using SharpCompress.Archives.Zip ;
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namespace osu.Game.Tests.Visual.Editing
{
public class TestSceneEditorBeatmapCreation : EditorTestScene
{
protected override Ruleset CreateEditorRuleset ( ) = > new OsuRuleset ( ) ;
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protected override bool IsolateSavingFromDatabase = > false ;
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[Resolved]
private BeatmapManager beatmapManager { get ; set ; }
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public override void SetUpSteps ( )
{
base . SetUpSteps ( ) ;
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// if we save a beatmap with a hash collision, things fall over.
// probably needs a more solid resolution in the future but this will do for now.
AddStep ( "make new beatmap unique" , ( ) = > EditorBeatmap . Metadata . Title = Guid . NewGuid ( ) . ToString ( ) ) ;
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}
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protected override WorkingBeatmap CreateWorkingBeatmap ( IBeatmap beatmap , Storyboard storyboard = null ) = > new DummyWorkingBeatmap ( Audio , null ) ;
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[Test]
public void TestCreateNewBeatmap ( )
{
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AddStep ( "save beatmap" , ( ) = > Editor . Save ( ) ) ;
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AddAssert ( "new beatmap in database" , ( ) = > beatmapManager . QueryBeatmapSet ( s = > s . ID = = EditorBeatmap . BeatmapInfo . BeatmapSet . ID ) ? . Value . DeletePending = = false ) ;
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}
[Test]
public void TestExitWithoutSave ( )
{
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EditorBeatmap editorBeatmap = null ;
AddStep ( "store editor beatmap" , ( ) = > editorBeatmap = EditorBeatmap ) ;
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AddStep ( "exit without save" , ( ) = > Editor . Exit ( ) ) ;
AddStep ( "hold to confirm" , ( ) = >
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{
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var confirmButton = DialogOverlay . CurrentDialog . ChildrenOfType < PopupDialogDangerousButton > ( ) . First ( ) ;
InputManager . MoveMouseTo ( confirmButton ) ;
InputManager . PressButton ( MouseButton . Left ) ;
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} ) ;
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AddUntilStep ( "wait for exit" , ( ) = > ! Editor . IsCurrentScreen ( ) ) ;
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AddStep ( "release" , ( ) = > InputManager . ReleaseButton ( MouseButton . Left ) ) ;
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AddAssert ( "new beatmap not persisted" , ( ) = > beatmapManager . QueryBeatmapSet ( s = > s . ID = = editorBeatmap . BeatmapInfo . BeatmapSet . ID ) ? . Value . DeletePending = = true ) ;
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}
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[Test]
public void TestAddAudioTrack ( )
{
AddAssert ( "switch track to real track" , ( ) = >
{
var setup = Editor . ChildrenOfType < SetupScreen > ( ) . First ( ) ;
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string temp = TestResources . GetTestBeatmapForImport ( ) ;
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string extractedFolder = $"{temp}_extracted" ;
Directory . CreateDirectory ( extractedFolder ) ;
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try
{
using ( var zip = ZipArchive . Open ( temp ) )
zip . WriteToDirectory ( extractedFolder ) ;
bool success = setup . ChildrenOfType < ResourcesSection > ( ) . First ( ) . ChangeAudioTrack ( new FileInfo ( Path . Combine ( extractedFolder , "03. Renatus - Soleily 192kbps.mp3" ) ) ) ;
// ensure audio file is copied to beatmap as "audio.mp3" rather than original filename.
Assert . That ( Beatmap . Value . Metadata . AudioFile = = "audio.mp3" ) ;
return success ;
}
finally
{
File . Delete ( temp ) ;
Directory . Delete ( extractedFolder , true ) ;
}
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} ) ;
AddAssert ( "track length changed" , ( ) = > Beatmap . Value . Track . Length > 60000 ) ;
}
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[Test]
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public void TestCreateNewDifficulty ( [ Values ] bool sameRuleset )
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{
string firstDifficultyName = Guid . NewGuid ( ) . ToString ( ) ;
string secondDifficultyName = Guid . NewGuid ( ) . ToString ( ) ;
AddStep ( "set unique difficulty name" , ( ) = > EditorBeatmap . BeatmapInfo . DifficultyName = firstDifficultyName ) ;
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AddStep ( "add timing point" , ( ) = > EditorBeatmap . ControlPointInfo . Add ( 0 , new TimingControlPoint { BeatLength = 1000 } ) ) ;
AddStep ( "add hitobjects" , ( ) = > EditorBeatmap . AddRange ( new [ ]
{
new HitCircle
{
Position = new Vector2 ( 0 ) ,
StartTime = 0
} ,
new HitCircle
{
Position = OsuPlayfield . BASE_SIZE ,
StartTime = 1000
}
} ) ) ;
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AddStep ( "save beatmap" , ( ) = > Editor . Save ( ) ) ;
AddAssert ( "new beatmap persisted" , ( ) = >
{
var beatmap = beatmapManager . QueryBeatmap ( b = > b . DifficultyName = = firstDifficultyName ) ;
var set = beatmapManager . QueryBeatmapSet ( s = > s . ID = = EditorBeatmap . BeatmapInfo . BeatmapSet . ID ) ;
return beatmap ! = null
& & beatmap . DifficultyName = = firstDifficultyName
& & set ! = null
& & set . PerformRead ( s = > s . Beatmaps . Single ( ) . ID = = beatmap . ID ) ;
} ) ;
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AddAssert ( "can save again" , ( ) = > Editor . Save ( ) ) ;
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AddStep ( "create new difficulty" , ( ) = > Editor . CreateNewDifficulty ( sameRuleset ? new OsuRuleset ( ) . RulesetInfo : new CatchRuleset ( ) . RulesetInfo ) ) ;
if ( sameRuleset )
{
AddUntilStep ( "wait for dialog" , ( ) = > DialogOverlay . CurrentDialog is CreateNewDifficultyDialog ) ;
AddStep ( "confirm creation with no objects" , ( ) = > DialogOverlay . CurrentDialog . PerformOkAction ( ) ) ;
}
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AddUntilStep ( "wait for created" , ( ) = >
{
string difficultyName = Editor . ChildrenOfType < EditorBeatmap > ( ) . SingleOrDefault ( ) ? . BeatmapInfo . DifficultyName ;
return difficultyName ! = null & & difficultyName ! = firstDifficultyName ;
} ) ;
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AddAssert ( "created difficulty has timing point" , ( ) = >
{
var timingPoint = EditorBeatmap . ControlPointInfo . TimingPoints . Single ( ) ;
return timingPoint . Time = = 0 & & timingPoint . BeatLength = = 1000 ;
} ) ;
AddAssert ( "created difficulty has no objects" , ( ) = > EditorBeatmap . HitObjects . Count = = 0 ) ;
AddStep ( "set unique difficulty name" , ( ) = > EditorBeatmap . BeatmapInfo . DifficultyName = secondDifficultyName ) ;
AddStep ( "save beatmap" , ( ) = > Editor . Save ( ) ) ;
AddAssert ( "new beatmap persisted" , ( ) = >
{
var beatmap = beatmapManager . QueryBeatmap ( b = > b . DifficultyName = = secondDifficultyName ) ;
var set = beatmapManager . QueryBeatmapSet ( s = > s . ID = = EditorBeatmap . BeatmapInfo . BeatmapSet . ID ) ;
return beatmap ! = null
& & beatmap . DifficultyName = = secondDifficultyName
& & set ! = null
& & set . PerformRead ( s = > s . Beatmaps . Count = = 2 & & s . Beatmaps . Any ( b = > b . DifficultyName = = secondDifficultyName ) ) ;
} ) ;
}
[Test]
public void TestCopyDifficulty ( )
{
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string originalDifficultyName = Guid . NewGuid ( ) . ToString ( ) ;
string copyDifficultyName = $"{originalDifficultyName} (copy)" ;
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AddStep ( "set unique difficulty name" , ( ) = > EditorBeatmap . BeatmapInfo . DifficultyName = originalDifficultyName ) ;
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AddStep ( "add timing point" , ( ) = > EditorBeatmap . ControlPointInfo . Add ( 0 , new TimingControlPoint { BeatLength = 1000 } ) ) ;
AddStep ( "add hitobjects" , ( ) = > EditorBeatmap . AddRange ( new [ ]
{
new HitCircle
{
Position = new Vector2 ( 0 ) ,
StartTime = 0
} ,
new HitCircle
{
Position = OsuPlayfield . BASE_SIZE ,
StartTime = 1000
}
} ) ) ;
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AddStep ( "set approach rate" , ( ) = > EditorBeatmap . Difficulty . ApproachRate = 4 ) ;
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AddStep ( "set combo colours" , ( ) = >
{
var beatmapSkin = EditorBeatmap . BeatmapSkin . AsNonNull ( ) ;
beatmapSkin . ComboColours . Clear ( ) ;
beatmapSkin . ComboColours . AddRange ( new [ ]
{
new Colour4 ( 255 , 0 , 0 , 255 ) ,
new Colour4 ( 0 , 0 , 255 , 255 )
} ) ;
} ) ;
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AddStep ( "set status & online ID" , ( ) = >
{
EditorBeatmap . BeatmapInfo . OnlineID = 123456 ;
EditorBeatmap . BeatmapInfo . Status = BeatmapOnlineStatus . WIP ;
} ) ;
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AddStep ( "save beatmap" , ( ) = > Editor . Save ( ) ) ;
AddAssert ( "new beatmap persisted" , ( ) = >
{
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var beatmap = beatmapManager . QueryBeatmap ( b = > b . DifficultyName = = originalDifficultyName ) ;
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var set = beatmapManager . QueryBeatmapSet ( s = > s . ID = = EditorBeatmap . BeatmapInfo . BeatmapSet . ID ) ;
return beatmap ! = null
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& & beatmap . DifficultyName = = originalDifficultyName
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& & set ! = null
& & set . PerformRead ( s = > s . Beatmaps . Single ( ) . ID = = beatmap . ID ) ;
} ) ;
AddAssert ( "can save again" , ( ) = > Editor . Save ( ) ) ;
AddStep ( "create new difficulty" , ( ) = > Editor . CreateNewDifficulty ( new OsuRuleset ( ) . RulesetInfo ) ) ;
AddUntilStep ( "wait for dialog" , ( ) = > DialogOverlay . CurrentDialog is CreateNewDifficultyDialog ) ;
AddStep ( "confirm creation as a copy" , ( ) = > DialogOverlay . CurrentDialog . Buttons . ElementAt ( 1 ) . TriggerClick ( ) ) ;
AddUntilStep ( "wait for created" , ( ) = >
{
string difficultyName = Editor . ChildrenOfType < EditorBeatmap > ( ) . SingleOrDefault ( ) ? . BeatmapInfo . DifficultyName ;
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return difficultyName ! = null & & difficultyName ! = originalDifficultyName ;
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} ) ;
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AddAssert ( "created difficulty has copy suffix in name" , ( ) = > EditorBeatmap . BeatmapInfo . DifficultyName = = copyDifficultyName ) ;
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AddAssert ( "created difficulty has timing point" , ( ) = >
{
var timingPoint = EditorBeatmap . ControlPointInfo . TimingPoints . Single ( ) ;
return timingPoint . Time = = 0 & & timingPoint . BeatLength = = 1000 ;
} ) ;
AddAssert ( "created difficulty has objects" , ( ) = > EditorBeatmap . HitObjects . Count = = 2 ) ;
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AddAssert ( "approach rate correctly copied" , ( ) = > EditorBeatmap . Difficulty . ApproachRate = = 4 ) ;
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AddAssert ( "combo colours correctly copied" , ( ) = > EditorBeatmap . BeatmapSkin . AsNonNull ( ) . ComboColours . Count = = 2 ) ;
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AddAssert ( "status not copied" , ( ) = > EditorBeatmap . BeatmapInfo . Status = = BeatmapOnlineStatus . None ) ;
AddAssert ( "online ID not copied" , ( ) = > EditorBeatmap . BeatmapInfo . OnlineID = = - 1 ) ;
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AddStep ( "save beatmap" , ( ) = > Editor . Save ( ) ) ;
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BeatmapInfo refetchedBeatmap = null ;
Live < BeatmapSetInfo > refetchedBeatmapSet = null ;
AddStep ( "refetch from database" , ( ) = >
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{
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refetchedBeatmap = beatmapManager . QueryBeatmap ( b = > b . DifficultyName = = copyDifficultyName ) ;
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refetchedBeatmapSet = beatmapManager . QueryBeatmapSet ( s = > s . ID = = EditorBeatmap . BeatmapInfo . BeatmapSet . ID ) ;
} ) ;
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AddAssert ( "new beatmap persisted" , ( ) = >
{
return refetchedBeatmap ! = null
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& & refetchedBeatmap . DifficultyName = = copyDifficultyName
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& & refetchedBeatmapSet ! = null
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& & refetchedBeatmapSet . PerformRead ( s = >
s . Beatmaps . Count = = 2
& & s . Beatmaps . Any ( b = > b . DifficultyName = = originalDifficultyName )
& & s . Beatmaps . Any ( b = > b . DifficultyName = = copyDifficultyName ) ) ;
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} ) ;
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AddAssert ( "old beatmap file not deleted" , ( ) = > refetchedBeatmapSet . AsNonNull ( ) . PerformRead ( s = > s . Files . Count = = 2 ) ) ;
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}
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[Test]
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public void TestCreateMultipleNewDifficultiesSucceeds ( )
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{
Guid setId = Guid . Empty ;
AddStep ( "retrieve set ID" , ( ) = > setId = EditorBeatmap . BeatmapInfo . BeatmapSet ! . ID ) ;
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AddStep ( "set difficulty name" , ( ) = > EditorBeatmap . BeatmapInfo . DifficultyName = "New Difficulty" ) ;
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AddStep ( "save beatmap" , ( ) = > Editor . Save ( ) ) ;
AddAssert ( "new beatmap persisted" , ( ) = >
{
var set = beatmapManager . QueryBeatmapSet ( s = > s . ID = = setId ) ;
return set ! = null & & set . PerformRead ( s = > s . Beatmaps . Count = = 1 & & s . Files . Count = = 1 ) ;
} ) ;
AddStep ( "try to create new difficulty" , ( ) = > Editor . CreateNewDifficulty ( new OsuRuleset ( ) . RulesetInfo ) ) ;
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AddUntilStep ( "wait for dialog" , ( ) = > DialogOverlay . CurrentDialog is CreateNewDifficultyDialog ) ;
AddStep ( "confirm creation with no objects" , ( ) = > DialogOverlay . CurrentDialog . PerformOkAction ( ) ) ;
AddUntilStep ( "wait for created" , ( ) = >
{
string difficultyName = Editor . ChildrenOfType < EditorBeatmap > ( ) . SingleOrDefault ( ) ? . BeatmapInfo . DifficultyName ;
return difficultyName ! = null & & difficultyName ! = "New Difficulty" ;
} ) ;
AddAssert ( "new difficulty has correct name" , ( ) = > EditorBeatmap . BeatmapInfo . DifficultyName = = "New Difficulty (1)" ) ;
AddAssert ( "new difficulty persisted" , ( ) = >
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{
var set = beatmapManager . QueryBeatmapSet ( s = > s . ID = = setId ) ;
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return set ! = null & & set . PerformRead ( s = > s . Beatmaps . Count = = 2 & & s . Files . Count = = 2 ) ;
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} ) ;
}
[Test]
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public void TestSavingBeatmapFailsWithSameNamedDifficulties ( [ Values ] bool sameRuleset )
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{
Guid setId = Guid . Empty ;
const string duplicate_difficulty_name = "duplicate" ;
AddStep ( "retrieve set ID" , ( ) = > setId = EditorBeatmap . BeatmapInfo . BeatmapSet ! . ID ) ;
AddStep ( "set difficulty name" , ( ) = > EditorBeatmap . BeatmapInfo . DifficultyName = duplicate_difficulty_name ) ;
AddStep ( "save beatmap" , ( ) = > Editor . Save ( ) ) ;
AddAssert ( "new beatmap persisted" , ( ) = >
{
var set = beatmapManager . QueryBeatmapSet ( s = > s . ID = = setId ) ;
return set ! = null & & set . PerformRead ( s = > s . Beatmaps . Count = = 1 & & s . Files . Count = = 1 ) ;
} ) ;
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AddStep ( "create new difficulty" , ( ) = > Editor . CreateNewDifficulty ( sameRuleset ? new OsuRuleset ( ) . RulesetInfo : new CatchRuleset ( ) . RulesetInfo ) ) ;
if ( sameRuleset )
{
AddUntilStep ( "wait for dialog" , ( ) = > DialogOverlay . CurrentDialog is CreateNewDifficultyDialog ) ;
AddStep ( "confirm creation with no objects" , ( ) = > DialogOverlay . CurrentDialog . PerformOkAction ( ) ) ;
}
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AddUntilStep ( "wait for created" , ( ) = >
{
string difficultyName = Editor . ChildrenOfType < EditorBeatmap > ( ) . SingleOrDefault ( ) ? . BeatmapInfo . DifficultyName ;
return difficultyName ! = null & & difficultyName ! = duplicate_difficulty_name ;
} ) ;
AddStep ( "set difficulty name" , ( ) = > EditorBeatmap . BeatmapInfo . DifficultyName = duplicate_difficulty_name ) ;
AddStep ( "try to save beatmap" , ( ) = > Editor . Save ( ) ) ;
AddAssert ( "beatmap set not corrupted" , ( ) = >
{
var set = beatmapManager . QueryBeatmapSet ( s = > s . ID = = setId ) ;
// the difficulty was already created at the point of the switch.
// what we want to check is that both difficulties do not use the same file.
return set ! = null & & set . PerformRead ( s = > s . Beatmaps . Count = = 2 & & s . Files . Count = = 2 ) ;
} ) ;
}
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}
}