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osu-lazer/osu.Game.Tests/Visual/Navigation/TestScenePresentBeatmap.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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#nullable disable
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using System;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Screens;
using osu.Framework.Testing;
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using osu.Game.Beatmaps;
using osu.Game.Extensions;
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using osu.Game.Rulesets;
using osu.Game.Rulesets.Mania;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Select;
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namespace osu.Game.Tests.Visual.Navigation
{
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public partial class TestScenePresentBeatmap : OsuGameTestScene
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{
[Test]
public void TestFromMainMenu()
{
var firstImport = importBeatmap(1);
var secondImport = importBeatmap(3);
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presentAndConfirm(firstImport);
returnToMenu();
presentAndConfirm(secondImport);
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returnToMenu();
presentSecondDifficultyAndConfirm(firstImport, 1);
returnToMenu();
presentSecondDifficultyAndConfirm(secondImport, 3);
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}
[Test]
public void TestFromMainMenuDifferentRuleset()
{
var firstImport = importBeatmap(1);
var secondImport = importBeatmap(3, new ManiaRuleset().RulesetInfo);
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presentAndConfirm(firstImport);
returnToMenu();
presentAndConfirm(secondImport);
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returnToMenu();
presentSecondDifficultyAndConfirm(firstImport, 1);
returnToMenu();
presentSecondDifficultyAndConfirm(secondImport, 3);
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}
[Test]
public void TestFromSongSelect()
{
var firstImport = importBeatmap(1);
presentAndConfirm(firstImport);
var secondImport = importBeatmap(3);
confirmBeatmapInSongSelect(secondImport);
presentAndConfirm(secondImport);
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// Test presenting same beatmap more than once
presentAndConfirm(secondImport);
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presentSecondDifficultyAndConfirm(firstImport, 1);
presentSecondDifficultyAndConfirm(secondImport, 3);
// Test presenting same beatmap more than once
presentSecondDifficultyAndConfirm(secondImport, 3);
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}
[Test]
public void TestFromSongSelectDifferentRuleset()
{
var firstImport = importBeatmap(1);
presentAndConfirm(firstImport);
var secondImport = importBeatmap(3, new ManiaRuleset().RulesetInfo);
confirmBeatmapInSongSelect(secondImport);
presentAndConfirm(secondImport);
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presentSecondDifficultyAndConfirm(firstImport, 1);
presentSecondDifficultyAndConfirm(secondImport, 3);
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}
private void returnToMenu()
{
// if we don't pause, there's a chance the track may change at the main menu out of our control (due to reaching the end of the track).
AddStep("pause audio", () =>
{
if (Game.MusicController.IsPlaying)
Game.MusicController.TogglePause();
});
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AddStep("return to menu", () => Game.ScreenStack.CurrentScreen.Exit());
AddUntilStep("wait for menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
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}
private Func<BeatmapSetInfo> importBeatmap(int i, RulesetInfo ruleset = null)
{
BeatmapSetInfo imported = null;
AddStep($"import beatmap {i}", () =>
{
var metadata = new BeatmapMetadata
{
Artist = "SomeArtist",
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Author = { Username = "SomeAuthor" },
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Title = $"import {i}"
};
imported = Game.BeatmapManager.Import(new BeatmapSetInfo
{
Hash = Guid.NewGuid().ToString(),
OnlineID = i,
Beatmaps =
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{
new BeatmapInfo
{
OnlineID = i * 1024,
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Metadata = metadata,
Difficulty = new BeatmapDifficulty(),
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Ruleset = ruleset ?? new OsuRuleset().RulesetInfo
},
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new BeatmapInfo
{
OnlineID = i * 2048,
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Metadata = metadata,
Difficulty = new BeatmapDifficulty(),
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Ruleset = ruleset ?? new OsuRuleset().RulesetInfo
},
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}
})?.Value;
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});
AddAssert($"import {i} succeeded", () => imported != null);
return () => imported;
}
private void confirmBeatmapInSongSelect(Func<BeatmapSetInfo> getImport)
{
AddUntilStep("beatmap in song select", () =>
{
var songSelect = (Screens.Select.SongSelect)Game.ScreenStack.CurrentScreen;
return songSelect.ChildrenOfType<BeatmapCarousel>().Single().BeatmapSets.Any(b => b.MatchesOnlineID(getImport()));
});
}
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private void presentAndConfirm(Func<BeatmapSetInfo> getImport)
{
AddStep("present beatmap", () => Game.PresentBeatmap(getImport()));
AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is Screens.Select.SongSelect songSelect && songSelect.IsLoaded);
AddUntilStep("correct beatmap displayed", () => Game.Beatmap.Value.BeatmapSetInfo.OnlineID, () => Is.EqualTo(getImport().OnlineID));
AddAssert("correct ruleset selected", () => Game.Ruleset.Value, () => Is.EqualTo(getImport().Beatmaps.First().Ruleset));
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}
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private void presentSecondDifficultyAndConfirm(Func<BeatmapSetInfo> getImport, int importedID)
{
Predicate<BeatmapInfo> pred = b => b.OnlineID == importedID * 2048;
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AddStep("present difficulty", () => Game.PresentBeatmap(getImport(), pred));
AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is Screens.Select.SongSelect songSelect && songSelect.IsLoaded);
AddUntilStep("correct beatmap displayed", () => Game.Beatmap.Value.BeatmapInfo.OnlineID, () => Is.EqualTo(importedID * 2048));
AddAssert("correct ruleset selected", () => Game.Ruleset.Value, () => Is.EqualTo(getImport().Beatmaps.First().Ruleset));
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}
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}
}