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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.
using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mania;
using osu.Game.Rulesets.Osu;
using osu.Game.Screens.Menu;
namespace osu.Game.Tests.Visual.Navigation
{
public class TestScenePresentBeatmap : OsuGameTestScene
{
[Test]
public void TestFromMainMenu()
{
var firstImport = importBeatmap(1);
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var secondimport = importBeatmap(3);
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presentAndConfirm(firstImport);
returnToMenu();
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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);
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var secondimport = importBeatmap(3, new ManiaRuleset().RulesetInfo);
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presentAndConfirm(firstImport);
returnToMenu();
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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);
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var secondimport = importBeatmap(3);
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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);
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var secondimport = importBeatmap(3, new ManiaRuleset().RulesetInfo);
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presentAndConfirm(secondimport);
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presentSecondDifficultyAndConfirm(firstImport, 1);
presentSecondDifficultyAndConfirm(secondimport, 3);
}
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 difficulty = new BeatmapDifficulty();
var metadata = new BeatmapMetadata
{
Artist = "SomeArtist",
AuthorString = "SomeAuthor",
Title = $"import {i}"
};
imported = Game.BeatmapManager.Import(new BeatmapSetInfo
{
Hash = Guid.NewGuid().ToString(),
OnlineBeatmapSetID = i,
Metadata = metadata,
Beatmaps = new List<BeatmapInfo>
{
new BeatmapInfo
{
OnlineBeatmapID = i * 1024,
Metadata = metadata,
BaseDifficulty = difficulty,
Ruleset = ruleset ?? new OsuRuleset().RulesetInfo
},
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new BeatmapInfo
{
OnlineBeatmapID = i * 2048,
Metadata = metadata,
BaseDifficulty = difficulty,
Ruleset = ruleset ?? new OsuRuleset().RulesetInfo
},
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}
}).Result;
});
AddAssert($"import {i} succeeded", () => imported != null);
return () => imported;
}
private void presentAndConfirm(Func<BeatmapSetInfo> getImport)
{
AddStep("present beatmap", () => Game.PresentBeatmap(getImport()));
AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is Screens.Select.SongSelect);
AddUntilStep("correct beatmap displayed", () => Game.Beatmap.Value.BeatmapSetInfo.ID == getImport().ID);
AddAssert("correct ruleset selected", () => Game.Ruleset.Value.ID == getImport().Beatmaps.First().Ruleset.ID);
}
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private void presentSecondDifficultyAndConfirm(Func<BeatmapSetInfo> getImport, int importedID)
{
Predicate<BeatmapInfo> pred = b => b.OnlineBeatmapID == importedID * 2048;
AddStep("present difficulty", () => Game.PresentBeatmap(getImport(), pred));
AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is Screens.Select.SongSelect);
AddUntilStep("correct beatmap displayed", () => Game.Beatmap.Value.BeatmapInfo.OnlineBeatmapID == importedID * 2048);
AddAssert("correct ruleset selected", () => Game.Ruleset.Value.ID == getImport().Beatmaps.First().Ruleset.ID);
}
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}
}