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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestScenePlayerLocalScoreImport.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;
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using System.Linq;
using NUnit.Framework;
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using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Extensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
using osu.Game.Screens.Ranking;
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using osu.Game.Tests.Resources;
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namespace osu.Game.Tests.Visual.Gameplay
{
public class TestScenePlayerLocalScoreImport : PlayerTestScene
{
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private BeatmapManager beatmaps = null!;
private RulesetStore rulesets = null!;
private BeatmapSetInfo? importedSet;
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[BackgroundDependencyLoader]
private void load(GameHost host, AudioManager audio)
{
Dependencies.Cache(rulesets = new RealmRulesetStore(Realm));
Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, Realm, rulesets, null, audio, Resources, host, Beatmap.Default));
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Dependencies.Cache(new ScoreManager(rulesets, () => beatmaps, LocalStorage, Realm, Scheduler, API));
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Dependencies.Cache(Realm);
}
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("import beatmap", () =>
{
beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).WaitSafely();
importedSet = beatmaps.GetAllUsableBeatmapSets().First();
});
}
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => beatmaps.GetWorkingBeatmap(importedSet?.Beatmaps.First()).Beatmap;
private Ruleset? customRuleset;
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protected override Ruleset CreatePlayerRuleset() => customRuleset ?? new OsuRuleset();
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new TestPlayer(false);
protected override bool HasCustomSteps => true;
protected override bool AllowFail => false;
[Test]
public void TestLastPlayedUpdated()
{
DateTimeOffset? getLastPlayed() => Realm.Run(r => r.Find<BeatmapInfo>(Beatmap.Value.BeatmapInfo.ID)?.LastPlayed);
AddStep("set no custom ruleset", () => customRuleset = null);
AddAssert("last played is null", () => getLastPlayed() == null);
CreateTest();
AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
AddUntilStep("wait for last played to update", () => getLastPlayed() != null);
}
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[Test]
public void TestScoreStoredLocally()
{
AddStep("set no custom ruleset", () => customRuleset = null);
CreateTest();
AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen);
AddUntilStep("score in database", () => Realm.Run(r => r.Find<ScoreInfo>(Player.Score.ScoreInfo.ID) != null));
}
[Test]
public void TestScoreStoredLocallyCustomRuleset()
{
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Ruleset createCustomRuleset() => new CustomRuleset();
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AddStep("import custom ruleset", () => Realm.Write(r => r.Add(createCustomRuleset().RulesetInfo)));
AddStep("set custom ruleset", () => customRuleset = createCustomRuleset());
CreateTest();
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AddAssert("score has custom ruleset", () => Player.Score.ScoreInfo.Ruleset.Equals(customRuleset.AsNonNull().RulesetInfo));
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen);
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AddUntilStep("score in database", () => Realm.Run(r => r.Find<ScoreInfo>(Player.Score.ScoreInfo.ID) != null));
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}
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private class CustomRuleset : OsuRuleset, ILegacyRuleset
{
public override string Description => "custom";
public override string ShortName => "custom";
int ILegacyRuleset.LegacyID => -1;
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public override ScoreProcessor CreateScoreProcessor() => new ScoreProcessor(this);
}
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}
}