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osu-lazer/osu.Game.Tests/Visual/Navigation/TestSceneScreenNavigation.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
using System;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Screens;
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using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Collections;
using osu.Game.Configuration;
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using osu.Game.Graphics.UserInterface;
Fix screen navigation test hijacking dummy request handler In an upcoming change, I stumbled upon a test failure mode wherein tests in `TestSceneScreenNavigation` would die on the following exception: 2023-05-07 17:58:42 [error]: System.ObjectDisposedException: Cannot access a closed Realm. 2023-05-07 17:58:42 [error]: Object name: 'Realms.Realm'. 2023-05-07 17:58:42 [error]: at Realms.Realm.ThrowIfDisposed() 2023-05-07 17:58:42 [error]: at Realms.Realm.All[T]() 2023-05-07 17:58:42 [error]: at osu.Game.Beatmaps.BeatmapManager.<>c__DisplayClass25_0.<QueryBeatmap>b__0(Realm r) in D:\a\osu\osu\osu.Game\Beatmaps\BeatmapManager.cs:line 282 2023-05-07 17:58:42 [error]: at osu.Game.Database.RealmAccess.Run[T](Func`2 action) in D:\a\osu\osu\osu.Game\Database\RealmAccess.cs:line 387 2023-05-07 17:58:42 [error]: at osu.Game.Beatmaps.BeatmapManager.QueryBeatmap(Expression`1 query) in D:\a\osu\osu\osu.Game\Beatmaps\BeatmapManager.cs:line 282 2023-05-07 17:58:42 [error]: at osu.Game.Tests.Visual.OnlinePlay.TestRoomRequestsHandler.<HandleRequest>g__createResponseBeatmaps|6_0(Int32[] beatmapIds, <>c__DisplayClass6_0& ) in D:\a\osu\osu\osu.Game\Tests\Visual\OnlinePlay\TestRoomRequestsHandler.cs:line 174 2023-05-07 17:58:42 [error]: at osu.Game.Tests.Visual.OnlinePlay.TestRoomRequestsHandler.HandleRequest(APIRequest request, APIUser localUser, BeatmapManager beatmapManager) in D:\a\osu\osu\osu.Game\Tests\Visual\OnlinePlay\TestRoomRequestsHandler.cs:line 140 2023-05-07 17:58:42 [error]: at osu.Game.Tests.Visual.TestMultiplayerComponents.<>c__DisplayClass18_0.<load>b__0(APIRequest request) in D:\a\osu\osu\osu.Game.Tests\Visual\TestMultiplayerComponents.cs:line 80 2023-05-07 17:58:42 [error]: at osu.Game.Online.API.DummyAPIAccess.<>c__DisplayClass32_0.<Queue>b__0() in D:\a\osu\osu\osu.Game\Online\API\DummyAPIAccess.cs:line 74 Upon closer inspection, one of the tests in the scene instantiates a `TestMultiplayerComponents` instance. `TestMultiplayerComponents` registers a custom request handler onto `DummyAPIAccess`. Normally, this is not an issue; however, because `TestSceneScreenNavigation` is an `OsuGameTestScene`, and therefore has its storage recycled after every test, this leads to the error above in the following scenario: 1. `TestPushMatchSubScreenAndPressBackButtonImmediately()` passes. 2. The test is cleaned up, and the test case's storage is recycled, including the test case's realm database. 3. In a subsequent test, a web request handled by the dummy API request handler is fired. The dummy API request handler subsequently attempts to access a realm that does not exist anymore. As the usage of `TestMultiplayerComponents` is highly unorthodox in this particular case, I'm opting for a localised fix which ensures that the request handler is cleaned up appropriately.
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using osu.Game.Online.API;
using osu.Game.Online.Leaderboards;
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using osu.Game.Overlays;
using osu.Game.Overlays.BeatmapListing;
using osu.Game.Overlays.Mods;
using osu.Game.Overlays.Notifications;
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using osu.Game.Overlays.Toolbar;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Scoring;
using osu.Game.Screens.Menu;
using osu.Game.Screens.OnlinePlay.Lounge;
using osu.Game.Screens.OnlinePlay.Match.Components;
using osu.Game.Screens.OnlinePlay.Playlists;
using osu.Game.Screens.Play;
using osu.Game.Screens.Ranking;
using osu.Game.Screens.Select;
using osu.Game.Screens.Select.Leaderboards;
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using osu.Game.Screens.Select.Options;
using osu.Game.Tests.Beatmaps.IO;
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using osuTK;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Navigation
{
public partial class TestSceneScreenNavigation : OsuGameTestScene
{
private const float click_padding = 25;
private Vector2 backButtonPosition => Game.ToScreenSpace(new Vector2(click_padding, Game.LayoutRectangle.Bottom - click_padding));
private Vector2 optionsButtonPosition => Game.ToScreenSpace(new Vector2(click_padding, click_padding));
[TestCase(false)]
[TestCase(true)]
public void TestConfirmationRequiredToDiscardPlaylist(bool withPlaylistItemAdded)
{
Screens.OnlinePlay.Playlists.Playlists playlistScreen = null;
AddUntilStep("wait for dialog overlay", () => Game.ChildrenOfType<DialogOverlay>().SingleOrDefault() != null);
PushAndConfirm(() => playlistScreen = new Screens.OnlinePlay.Playlists.Playlists());
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddStep("open create screen", () =>
{
InputManager.MoveMouseTo(playlistScreen.ChildrenOfType<CreatePlaylistsRoomButton>().Single());
InputManager.Click(MouseButton.Left);
});
if (withPlaylistItemAdded)
{
AddUntilStep("wait for settings displayed",
() => (playlistScreen.CurrentSubScreen as PlaylistsRoomSubScreen)?.ChildrenOfType<PlaylistsRoomSettingsOverlay>().SingleOrDefault()?.State.Value == Visibility.Visible);
AddStep("edit playlist", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for song select", () => (playlistScreen.CurrentSubScreen as PlaylistsSongSelect)?.BeatmapSetsLoaded == true);
AddUntilStep("wait for selection", () => !Game.Beatmap.IsDefault);
AddStep("add item", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for return to playlist screen", () => playlistScreen.CurrentSubScreen is PlaylistsRoomSubScreen);
AddStep("go back to song select", () =>
{
InputManager.MoveMouseTo(playlistScreen.ChildrenOfType<PurpleRoundedButton>().Single(b => b.Text == "Edit playlist"));
InputManager.Click(MouseButton.Left);
});
AddUntilStep("wait for song select", () => (playlistScreen.CurrentSubScreen as PlaylistsSongSelect)?.BeatmapSetsLoaded == true);
AddStep("press home button", () =>
{
InputManager.MoveMouseTo(Game.Toolbar.ChildrenOfType<ToolbarHomeButton>().Single());
InputManager.Click(MouseButton.Left);
});
AddAssert("confirmation dialog shown", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog is not null);
pushEscape();
pushEscape();
AddAssert("confirmation dialog shown", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog is not null);
AddStep("confirm exit", () => InputManager.Key(Key.Enter));
AddAssert("dialog dismissed", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog == null);
exitViaEscapeAndConfirm();
}
else
{
pushEscape();
AddAssert("confirmation dialog not shown", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog == null);
exitViaEscapeAndConfirm();
}
}
[Test]
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public void TestExitSongSelectWithEscape()
{
TestPlaySongSelect songSelect = null;
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
pushEscape();
AddAssert("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
exitViaEscapeAndConfirm();
}
[Test]
public void TestSongSelectBackActionHandling()
{
TestPlaySongSelect songSelect = null;
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
AddStep("set filter", () => songSelect.ChildrenOfType<SearchTextBox>().Single().Current.Value = "test");
AddStep("press back", () => InputManager.Click(MouseButton.Button1));
AddAssert("still at song select", () => Game.ScreenStack.CurrentScreen == songSelect);
AddAssert("filter cleared", () => string.IsNullOrEmpty(songSelect.ChildrenOfType<SearchTextBox>().Single().Current.Value));
AddStep("set filter again", () => songSelect.ChildrenOfType<SearchTextBox>().Single().Current.Value = "test");
AddStep("open collections dropdown", () =>
{
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InputManager.MoveMouseTo(songSelect.ChildrenOfType<CollectionDropdown>().Single());
InputManager.Click(MouseButton.Left);
});
AddStep("press back once", () => InputManager.Click(MouseButton.Button1));
AddAssert("still at song select", () => Game.ScreenStack.CurrentScreen == songSelect);
AddAssert("collections dropdown closed", () => songSelect
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.ChildrenOfType<CollectionDropdown>().Single()
.ChildrenOfType<Dropdown<CollectionFilterMenuItem>.DropdownMenu>().Single().State == MenuState.Closed);
AddStep("press back a second time", () => InputManager.Click(MouseButton.Button1));
AddAssert("filter cleared", () => string.IsNullOrEmpty(songSelect.ChildrenOfType<SearchTextBox>().Single().Current.Value));
AddStep("press back a third time", () => InputManager.Click(MouseButton.Button1));
ConfirmAtMainMenu();
}
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/// <summary>
/// This tests that the F1 key will open the mod select overlay, and not be handled / blocked by the music controller (which has the same default binding
/// but should be handled *after* song select).
/// </summary>
[Test]
public void TestOpenModSelectOverlayUsingAction()
{
TestPlaySongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddStep("Show mods overlay", () => InputManager.Key(Key.F1));
AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
}
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[Test]
public void TestRetryCountIncrements()
{
Player player = null;
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Screens.Select.SongSelect songSelect = null;
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
AddStep("press enter", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for player", () =>
{
DismissAnyNotifications();
player = Game.ScreenStack.CurrentScreen as Player;
return player?.IsLoaded == true;
});
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AddAssert("retry count is 0", () => player.RestartCount == 0);
// todo: see https://github.com/ppy/osu/issues/22220
// tests are supposed to be immune to this edge case by the logic in TestPlayer,
// but we're running a full game instance here, so we have to work around it manually.
AddStep("end spectator before retry", () => Game.SpectatorClient.EndPlaying(player.GameplayState));
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AddStep("attempt to retry", () => player.ChildrenOfType<HotkeyRetryOverlay>().First().Action());
AddUntilStep("wait for old player gone", () => Game.ScreenStack.CurrentScreen != player);
AddUntilStep("get new player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null);
AddAssert("retry count is 1", () => player.RestartCount == 1);
}
[Test]
public void TestRetryFromResults()
{
var getOriginalPlayer = playToResults();
AddStep("attempt to retry", () => ((ResultsScreen)Game.ScreenStack.CurrentScreen).ChildrenOfType<HotkeyRetryOverlay>().First().Action());
AddUntilStep("wait for player", () => Game.ScreenStack.CurrentScreen != getOriginalPlayer() && Game.ScreenStack.CurrentScreen is Player);
}
[Test]
public void TestDeleteAllScoresAfterPlaying()
{
playToResults();
ScoreInfo score = null;
LeaderboardScore scorePanel = null;
AddStep("get score", () => score = ((ResultsScreen)Game.ScreenStack.CurrentScreen).Score);
AddAssert("ensure score is databased", () => Game.Realm.Run(r => r.Find<ScoreInfo>(score.ID)?.DeletePending == false));
AddStep("press back button", () => Game.ChildrenOfType<BackButton>().First().Action());
AddStep("show local scores",
() => Game.ChildrenOfType<BeatmapDetailAreaTabControl>().First().Current.Value = new BeatmapDetailAreaLeaderboardTabItem<BeatmapLeaderboardScope>(BeatmapLeaderboardScope.Local));
AddUntilStep("wait for score displayed", () => (scorePanel = Game.ChildrenOfType<LeaderboardScore>().FirstOrDefault(s => s.Score.Equals(score))) != null);
AddStep("open options", () => InputManager.Key(Key.F3));
AddStep("choose clear all scores", () => InputManager.Key(Key.Number4));
AddUntilStep("wait for dialog display", () => ((Drawable)Game.Dependencies.Get<IDialogOverlay>()).IsLoaded);
AddUntilStep("wait for dialog", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog != null);
AddStep("confirm deletion", () => InputManager.Key(Key.Number1));
AddUntilStep("wait for dialog dismissed", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog == null);
AddUntilStep("ensure score is pending deletion", () => Game.Realm.Run(r => r.Find<ScoreInfo>(score.ID)?.DeletePending == true));
AddUntilStep("wait for score panel removal", () => scorePanel.Parent == null);
}
[Test]
public void TestDeleteScoreAfterPlaying()
{
playToResults();
ScoreInfo score = null;
LeaderboardScore scorePanel = null;
AddStep("get score", () => score = ((ResultsScreen)Game.ScreenStack.CurrentScreen).Score);
AddAssert("ensure score is databased", () => Game.Realm.Run(r => r.Find<ScoreInfo>(score.ID)?.DeletePending == false));
AddStep("press back button", () => Game.ChildrenOfType<BackButton>().First().Action());
AddStep("show local scores",
() => Game.ChildrenOfType<BeatmapDetailAreaTabControl>().First().Current.Value = new BeatmapDetailAreaLeaderboardTabItem<BeatmapLeaderboardScope>(BeatmapLeaderboardScope.Local));
AddUntilStep("wait for score displayed", () => (scorePanel = Game.ChildrenOfType<LeaderboardScore>().FirstOrDefault(s => s.Score.Equals(score))) != null);
AddStep("right click panel", () =>
{
InputManager.MoveMouseTo(scorePanel);
InputManager.Click(MouseButton.Right);
});
AddStep("click delete", () =>
{
var dropdownItem = Game
.ChildrenOfType<PlayBeatmapDetailArea>().First()
.ChildrenOfType<OsuContextMenu>().First()
.ChildrenOfType<DrawableOsuMenuItem>().First(i => i.Item.Text.ToString() == "Delete");
InputManager.MoveMouseTo(dropdownItem);
InputManager.Click(MouseButton.Left);
});
AddUntilStep("wait for dialog display", () => ((Drawable)Game.Dependencies.Get<IDialogOverlay>()).IsLoaded);
AddUntilStep("wait for dialog", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog != null);
AddStep("confirm deletion", () => InputManager.Key(Key.Number1));
AddUntilStep("wait for dialog dismissed", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog == null);
AddUntilStep("ensure score is pending deletion", () => Game.Realm.Run(r => r.Find<ScoreInfo>(score.ID)?.DeletePending == true));
AddUntilStep("wait for score panel removal", () => scorePanel.Parent == null);
}
[TestCase(true)]
[TestCase(false)]
public void TestSongContinuesAfterExitPlayer(bool withUserPause)
{
Player player = null;
IWorkingBeatmap beatmap() => Game.Beatmap.Value;
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Screens.Select.SongSelect songSelect = null;
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
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AddStep("import beatmap", () => BeatmapImportHelper.LoadOszIntoOsu(Game, virtualTrack: true).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
if (withUserPause)
AddStep("pause", () => Game.Dependencies.Get<MusicController>().Stop(true));
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AddStep("press enter", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for player", () =>
{
DismissAnyNotifications();
return (player = Game.ScreenStack.CurrentScreen as Player) != null;
});
AddUntilStep("wait for fail", () => player.GameplayState.HasFailed);
AddUntilStep("wait for track stop", () => !Game.MusicController.IsPlaying);
AddAssert("Ensure time before preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().BeatmapInfo.Metadata.PreviewTime);
pushEscape();
AddUntilStep("wait for track playing", () => Game.MusicController.IsPlaying);
AddAssert("Ensure time wasn't reset to preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().BeatmapInfo.Metadata.PreviewTime);
}
[Test]
public void TestMenuMakesMusic()
{
TestPlaySongSelect songSelect = null;
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
AddUntilStep("wait for no track", () => Game.MusicController.CurrentTrack.IsDummyDevice);
AddStep("return to menu", () => songSelect.Exit());
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AddUntilStep("wait for track", () => !Game.MusicController.CurrentTrack.IsDummyDevice && Game.MusicController.IsPlaying);
}
[Test]
public void TestPushSongSelectAndPressBackButtonImmediately()
{
AddStep("push song select", () => Game.ScreenStack.Push(new TestPlaySongSelect()));
AddStep("press back button", () => Game.ChildrenOfType<BackButton>().First().Action());
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AddWaitStep("wait two frames", 2);
}
[Test]
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public void TestExitSongSelectWithClick()
{
TestPlaySongSelect songSelect = null;
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
AddStep("Move mouse to dimmed area", () => InputManager.MoveMouseTo(new Vector2(
songSelect.ScreenSpaceDrawQuad.TopLeft.X + 1,
songSelect.ScreenSpaceDrawQuad.TopLeft.Y + songSelect.ScreenSpaceDrawQuad.Height / 2)));
AddStep("Click left mouse button", () => InputManager.Click(MouseButton.Left));
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AddUntilStep("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
exitViaBackButtonAndConfirm();
}
[Test]
public void TestModsResetOnEnteringMultiplayer()
{
var osuAutomationMod = new OsuModAutoplay();
AddStep("Enable autoplay", () => { Game.SelectedMods.Value = new[] { osuAutomationMod }; });
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PushAndConfirm(() => new Screens.OnlinePlay.Multiplayer.Multiplayer());
AddUntilStep("Mods are removed", () => Game.SelectedMods.Value.Count == 0);
AddStep("Return to menu", () => Game.ScreenStack.CurrentScreen.Exit());
AddUntilStep("Mods are restored", () => Game.SelectedMods.Value.Contains(osuAutomationMod));
}
[Test]
public void TestExitMultiWithEscape()
{
PushAndConfirm(() => new Screens.OnlinePlay.Playlists.Playlists());
exitViaEscapeAndConfirm();
}
[Test]
public void TestExitMultiWithBackButton()
{
PushAndConfirm(() => new Screens.OnlinePlay.Playlists.Playlists());
exitViaBackButtonAndConfirm();
}
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[Test]
public void TestOpenOptionsAndExitWithEscape()
{
AddUntilStep("Wait for options to load", () => Game.Settings.IsLoaded);
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AddStep("Enter menu", () => InputManager.Key(Key.Enter));
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AddStep("Move mouse to options overlay", () => InputManager.MoveMouseTo(optionsButtonPosition));
AddStep("Click options overlay", () => InputManager.Click(MouseButton.Left));
AddAssert("Options overlay was opened", () => Game.Settings.State.Value == Visibility.Visible);
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AddStep("Hide options overlay using escape", () => InputManager.Key(Key.Escape));
AddAssert("Options overlay was closed", () => Game.Settings.State.Value == Visibility.Hidden);
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}
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[Test]
public void TestWaitForNextTrackInMenu()
{
bool trackCompleted = false;
AddUntilStep("Wait for music controller", () => Game.MusicController.IsLoaded);
AddStep("Seek close to end", () =>
{
Game.MusicController.SeekTo(Game.MusicController.CurrentTrack.Length - 1000);
Game.MusicController.CurrentTrack.Completed += () => trackCompleted = true;
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});
AddUntilStep("Track was completed", () => trackCompleted);
AddUntilStep("Track was restarted", () => Game.MusicController.IsPlaying);
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}
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[Test]
public void TestModSelectInput()
{
AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded);
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TestPlaySongSelect songSelect = null;
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
AddStep("Change ruleset to osu!taiko", () =>
{
InputManager.PressKey(Key.ControlLeft);
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InputManager.Key(Key.Number2);
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InputManager.ReleaseKey(Key.ControlLeft);
});
AddAssert("Ruleset changed to osu!taiko", () => Game.Toolbar.ChildrenOfType<ToolbarRulesetSelector>().Single().Current.Value.OnlineID == 1);
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AddAssert("Mods overlay still visible", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
}
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[Test]
public void TestBeatmapOptionsInput()
{
AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded);
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
TestPlaySongSelect songSelect = null;
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddStep("Show options overlay", () => songSelect.BeatmapOptionsOverlay.Show());
AddStep("Change ruleset to osu!taiko", () =>
{
InputManager.PressKey(Key.ControlLeft);
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InputManager.Key(Key.Number2);
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InputManager.ReleaseKey(Key.ControlLeft);
});
AddAssert("Ruleset changed to osu!taiko", () => Game.Toolbar.ChildrenOfType<ToolbarRulesetSelector>().Single().Current.Value.OnlineID == 1);
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AddAssert("Options overlay still visible", () => songSelect.BeatmapOptionsOverlay.State.Value == Visibility.Visible);
}
[Test]
public void TestSettingsViaHotkeyFromMainMenu()
{
AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded);
AddAssert("toolbar not displayed", () => Game.Toolbar.State.Value == Visibility.Hidden);
AddStep("press settings hotkey", () =>
{
InputManager.PressKey(Key.ControlLeft);
InputManager.Key(Key.O);
InputManager.ReleaseKey(Key.ControlLeft);
});
AddUntilStep("settings displayed", () => Game.Settings.State.Value == Visibility.Visible);
}
[Test]
public void TestToolbarHiddenByUser()
{
AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded);
AddStep("Enter menu", () => InputManager.Key(Key.Enter));
AddUntilStep("Toolbar is visible", () => Game.Toolbar.State.Value == Visibility.Visible);
AddStep("Hide toolbar", () =>
{
InputManager.PressKey(Key.ControlLeft);
InputManager.Key(Key.T);
InputManager.ReleaseKey(Key.ControlLeft);
});
pushEscape();
AddStep("Enter menu", () => InputManager.Key(Key.Enter));
AddAssert("Toolbar is hidden", () => Game.Toolbar.State.Value == Visibility.Hidden);
AddStep("Enter song select", () =>
{
InputManager.Key(Key.Enter);
InputManager.Key(Key.Enter);
});
AddAssert("Toolbar is hidden", () => Game.Toolbar.State.Value == Visibility.Hidden);
}
[Test]
public void TestPushMatchSubScreenAndPressBackButtonImmediately()
{
TestMultiplayerComponents multiplayerComponents = null;
PushAndConfirm(() => multiplayerComponents = new TestMultiplayerComponents());
AddUntilStep("wait for lounge", () => multiplayerComponents.ChildrenOfType<LoungeSubScreen>().SingleOrDefault()?.IsLoaded == true);
AddStep("open room", () => multiplayerComponents.ChildrenOfType<LoungeSubScreen>().Single().Open());
AddStep("press back button", () => Game.ChildrenOfType<BackButton>().First().Action());
AddWaitStep("wait two frames", 2);
Fix screen navigation test hijacking dummy request handler In an upcoming change, I stumbled upon a test failure mode wherein tests in `TestSceneScreenNavigation` would die on the following exception: 2023-05-07 17:58:42 [error]: System.ObjectDisposedException: Cannot access a closed Realm. 2023-05-07 17:58:42 [error]: Object name: 'Realms.Realm'. 2023-05-07 17:58:42 [error]: at Realms.Realm.ThrowIfDisposed() 2023-05-07 17:58:42 [error]: at Realms.Realm.All[T]() 2023-05-07 17:58:42 [error]: at osu.Game.Beatmaps.BeatmapManager.<>c__DisplayClass25_0.<QueryBeatmap>b__0(Realm r) in D:\a\osu\osu\osu.Game\Beatmaps\BeatmapManager.cs:line 282 2023-05-07 17:58:42 [error]: at osu.Game.Database.RealmAccess.Run[T](Func`2 action) in D:\a\osu\osu\osu.Game\Database\RealmAccess.cs:line 387 2023-05-07 17:58:42 [error]: at osu.Game.Beatmaps.BeatmapManager.QueryBeatmap(Expression`1 query) in D:\a\osu\osu\osu.Game\Beatmaps\BeatmapManager.cs:line 282 2023-05-07 17:58:42 [error]: at osu.Game.Tests.Visual.OnlinePlay.TestRoomRequestsHandler.<HandleRequest>g__createResponseBeatmaps|6_0(Int32[] beatmapIds, <>c__DisplayClass6_0& ) in D:\a\osu\osu\osu.Game\Tests\Visual\OnlinePlay\TestRoomRequestsHandler.cs:line 174 2023-05-07 17:58:42 [error]: at osu.Game.Tests.Visual.OnlinePlay.TestRoomRequestsHandler.HandleRequest(APIRequest request, APIUser localUser, BeatmapManager beatmapManager) in D:\a\osu\osu\osu.Game\Tests\Visual\OnlinePlay\TestRoomRequestsHandler.cs:line 140 2023-05-07 17:58:42 [error]: at osu.Game.Tests.Visual.TestMultiplayerComponents.<>c__DisplayClass18_0.<load>b__0(APIRequest request) in D:\a\osu\osu\osu.Game.Tests\Visual\TestMultiplayerComponents.cs:line 80 2023-05-07 17:58:42 [error]: at osu.Game.Online.API.DummyAPIAccess.<>c__DisplayClass32_0.<Queue>b__0() in D:\a\osu\osu\osu.Game\Online\API\DummyAPIAccess.cs:line 74 Upon closer inspection, one of the tests in the scene instantiates a `TestMultiplayerComponents` instance. `TestMultiplayerComponents` registers a custom request handler onto `DummyAPIAccess`. Normally, this is not an issue; however, because `TestSceneScreenNavigation` is an `OsuGameTestScene`, and therefore has its storage recycled after every test, this leads to the error above in the following scenario: 1. `TestPushMatchSubScreenAndPressBackButtonImmediately()` passes. 2. The test is cleaned up, and the test case's storage is recycled, including the test case's realm database. 3. In a subsequent test, a web request handled by the dummy API request handler is fired. The dummy API request handler subsequently attempts to access a realm that does not exist anymore. As the usage of `TestMultiplayerComponents` is highly unorthodox in this particular case, I'm opting for a localised fix which ensures that the request handler is cleaned up appropriately.
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AddStep("exit lounge", () => Game.ScreenStack.Exit());
// `TestMultiplayerComponents` registers a request handler in its BDL, but never unregisters it.
// to prevent the handler living for longer than it should be, clean up manually.
AddStep("clean up multiplayer request handler", () => ((DummyAPIAccess)API).HandleRequest = null);
}
[Test]
public void TestFeaturedArtistDisclaimerDialog()
{
BeatmapListingOverlay getBeatmapListingOverlay() => Game.ChildrenOfType<BeatmapListingOverlay>().FirstOrDefault();
AddStep("Wait for notifications to load", () => Game.SearchBeatmapSet(string.Empty));
AddUntilStep("wait for dialog overlay", () => Game.ChildrenOfType<DialogOverlay>().SingleOrDefault() != null);
AddUntilStep("Wait for beatmap overlay to load", () => getBeatmapListingOverlay()?.State.Value == Visibility.Visible);
AddAssert("featured artist filter is on", () => getBeatmapListingOverlay().ChildrenOfType<BeatmapSearchGeneralFilterRow>().First().Current.Contains(SearchGeneral.FeaturedArtists));
AddStep("toggle featured artist filter",
() => getBeatmapListingOverlay().ChildrenOfType<FilterTabItem<SearchGeneral>>().First(i => i.Value == SearchGeneral.FeaturedArtists).TriggerClick());
AddAssert("disclaimer dialog is shown", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog != null);
AddAssert("featured artist filter is still on", () => getBeatmapListingOverlay().ChildrenOfType<BeatmapSearchGeneralFilterRow>().First().Current.Contains(SearchGeneral.FeaturedArtists));
AddStep("confirm", () => InputManager.Key(Key.Enter));
AddAssert("dialog dismissed", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog == null);
AddUntilStep("featured artist filter is off", () => !getBeatmapListingOverlay().ChildrenOfType<BeatmapSearchGeneralFilterRow>().First().Current.Contains(SearchGeneral.FeaturedArtists));
}
[Test]
public void TestBeatmapListingLinkSearchOnInitialOpen()
{
BeatmapListingOverlay getBeatmapListingOverlay() => Game.ChildrenOfType<BeatmapListingOverlay>().FirstOrDefault();
AddStep("open beatmap overlay with test query", () => Game.SearchBeatmapSet("test"));
AddUntilStep("wait for beatmap overlay to load", () => getBeatmapListingOverlay()?.State.Value == Visibility.Visible);
AddAssert("beatmap overlay sorted by relevance", () => getBeatmapListingOverlay().ChildrenOfType<BeatmapListingSortTabControl>().Single().Current.Value == SortCriteria.Relevance);
}
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[Test]
public void TestMainOverlaysClosesNotificationOverlay()
{
ChangelogOverlay getChangelogOverlay() => Game.ChildrenOfType<ChangelogOverlay>().FirstOrDefault();
AddUntilStep("Wait for notifications to load", () => Game.Notifications.IsLoaded);
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AddStep("Show notifications", () => Game.Notifications.Show());
AddUntilStep("wait for notifications shown", () => Game.Notifications.IsPresent && Game.Notifications.State.Value == Visibility.Visible);
AddStep("Show changelog listing", () => Game.ShowChangelogListing());
AddUntilStep("wait for changelog shown", () => getChangelogOverlay()?.IsPresent == true && getChangelogOverlay()?.State.Value == Visibility.Visible);
AddAssert("Notifications is hidden", () => Game.Notifications.State.Value == Visibility.Hidden);
AddStep("Show notifications", () => Game.Notifications.Show());
AddUntilStep("wait for notifications shown", () => Game.Notifications.State.Value == Visibility.Visible);
AddUntilStep("changelog still visible", () => getChangelogOverlay().State.Value == Visibility.Visible);
}
[Test]
public void TestMainOverlaysClosesSettingsOverlay()
{
ChangelogOverlay getChangelogOverlay() => Game.ChildrenOfType<ChangelogOverlay>().FirstOrDefault();
AddUntilStep("Wait for settings to load", () => Game.Settings.IsLoaded);
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AddStep("Show settings", () => Game.Settings.Show());
AddUntilStep("wait for settings shown", () => Game.Settings.IsPresent && Game.Settings.State.Value == Visibility.Visible);
AddStep("Show changelog listing", () => Game.ShowChangelogListing());
AddUntilStep("wait for changelog shown", () => getChangelogOverlay()?.IsPresent == true && getChangelogOverlay()?.State.Value == Visibility.Visible);
AddAssert("Settings is hidden", () => Game.Settings.State.Value == Visibility.Hidden);
AddStep("Show settings", () => Game.Settings.Show());
AddUntilStep("wait for settings shown", () => Game.Settings.State.Value == Visibility.Visible);
AddUntilStep("changelog still visible", () => getChangelogOverlay().State.Value == Visibility.Visible);
}
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[Test]
public void TestOverlayClosing()
{
// use now playing overlay for "overlay -> background" drag case
// since most overlays use a scroll container that absorbs on mouse down
NowPlayingOverlay nowPlayingOverlay = null;
AddUntilStep("Wait for now playing load", () => (nowPlayingOverlay = Game.ChildrenOfType<NowPlayingOverlay>().FirstOrDefault()) != null);
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AddStep("enter menu", () => InputManager.Key(Key.Enter));
AddUntilStep("toolbar displayed", () => Game.Toolbar.State.Value == Visibility.Visible);
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AddStep("open now playing", () => InputManager.Key(Key.F6));
AddUntilStep("now playing is visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);
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// drag tests
// background -> toolbar
AddStep("move cursor to background", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomRight));
AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left));
AddStep("move cursor to toolbar", () => InputManager.MoveMouseTo(Game.Toolbar.ScreenSpaceDrawQuad.Centre));
AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("now playing is hidden", () => nowPlayingOverlay.State.Value == Visibility.Hidden);
AddStep("press now playing hotkey", () => InputManager.Key(Key.F6));
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// toolbar -> background
AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left));
AddStep("move cursor to background", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomRight));
AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("now playing is still visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);
// background -> overlay
AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left));
AddStep("move cursor to now playing overlay", () => InputManager.MoveMouseTo(nowPlayingOverlay.ScreenSpaceDrawQuad.Centre));
AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("now playing is still visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);
// overlay -> background
AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left));
AddStep("move cursor to background", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomRight));
AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("now playing is still visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);
// background -> background
AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left));
AddStep("move cursor to left", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomLeft));
AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("now playing is hidden", () => nowPlayingOverlay.State.Value == Visibility.Hidden);
AddStep("press now playing hotkey", () => InputManager.Key(Key.F6));
// click tests
// toolbar
AddStep("move cursor to toolbar", () => InputManager.MoveMouseTo(Game.Toolbar.ScreenSpaceDrawQuad.Centre));
AddStep("click left mouse button", () => InputManager.Click(MouseButton.Left));
AddAssert("now playing is still visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);
// background
AddStep("move cursor to background", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomRight));
AddStep("click left mouse button", () => InputManager.Click(MouseButton.Left));
AddAssert("now playing is hidden", () => nowPlayingOverlay.State.Value == Visibility.Hidden);
// move the mouse firmly inside game bounds to avoid interfering with other tests.
AddStep("center cursor", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre));
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}
[Test]
public void TestExitWithOperationInProgress()
{
AddUntilStep("wait for dialog overlay", () => Game.ChildrenOfType<DialogOverlay>().SingleOrDefault() != null);
ProgressNotification progressNotification = null!;
AddStep("start ongoing operation", () =>
{
progressNotification = new ProgressNotification
{
Text = "Something is still running",
Progress = 0.5f,
State = ProgressNotificationState.Active,
};
Game.Notifications.Post(progressNotification);
});
AddStep("Hold escape", () => InputManager.PressKey(Key.Escape));
AddUntilStep("confirmation dialog shown", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog is ConfirmExitDialog);
AddStep("Release escape", () => InputManager.ReleaseKey(Key.Escape));
AddStep("cancel exit", () => InputManager.Key(Key.Escape));
AddAssert("dialog dismissed", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog == null);
AddStep("complete operation", () =>
{
progressNotification.Progress = 100;
progressNotification.State = ProgressNotificationState.Completed;
});
AddStep("Hold escape", () => InputManager.PressKey(Key.Escape));
AddUntilStep("Wait for intro", () => Game.ScreenStack.CurrentScreen is IntroScreen);
AddStep("Release escape", () => InputManager.ReleaseKey(Key.Escape));
AddUntilStep("Wait for game exit", () => Game.ScreenStack.CurrentScreen == null);
}
[Test]
public void TestForceExitWithOperationInProgress()
{
AddStep("set hold delay to 0", () => Game.LocalConfig.SetValue(OsuSetting.UIHoldActivationDelay, 0.0));
AddUntilStep("wait for dialog overlay", () => Game.ChildrenOfType<DialogOverlay>().SingleOrDefault() != null);
ProgressNotification progressNotification = null!;
AddStep("start ongoing operation", () =>
{
progressNotification = new ProgressNotification
{
Text = "Something is still running",
Progress = 0.5f,
State = ProgressNotificationState.Active,
};
Game.Notifications.Post(progressNotification);
});
AddStep("attempt exit", () =>
{
for (int i = 0; i < 2; ++i)
Game.ScreenStack.CurrentScreen.Exit();
});
AddUntilStep("stopped at exit confirm", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog is ConfirmExitDialog);
}
[Test]
public void TestExitGameFromSongSelect()
{
PushAndConfirm(() => new TestPlaySongSelect());
exitViaEscapeAndConfirm();
pushEscape(); // returns to osu! logo
AddStep("Hold escape", () => InputManager.PressKey(Key.Escape));
AddUntilStep("Wait for intro", () => Game.ScreenStack.CurrentScreen is IntroScreen);
AddStep("Release escape", () => InputManager.ReleaseKey(Key.Escape));
AddUntilStep("Wait for game exit", () => Game.ScreenStack.CurrentScreen == null);
AddStep("test dispose doesn't crash", () => Game.Dispose());
}
[Test]
public void TestExitWithHoldDisabled()
{
AddStep("set hold delay to 0", () => Game.LocalConfig.SetValue(OsuSetting.UIHoldActivationDelay, 0.0));
AddStep("press escape twice rapidly", () =>
{
InputManager.Key(Key.Escape);
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Schedule(InputManager.Key, Key.Escape);
});
pushEscape();
AddAssert("exit dialog is shown", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog is ConfirmExitDialog);
}
private Func<Player> playToResults()
{
Player player = null;
IWorkingBeatmap beatmap() => Game.Beatmap.Value;
Screens.Select.SongSelect songSelect = null;
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
AddStep("set mods", () => Game.SelectedMods.Value = new Mod[] { new OsuModNoFail(), new OsuModDoubleTime { SpeedChange = { Value = 2 } } });
AddStep("press enter", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for player", () =>
{
DismissAnyNotifications();
return (player = Game.ScreenStack.CurrentScreen as Player) != null;
});
AddUntilStep("wait for track playing", () => beatmap().Track.IsRunning);
AddStep("seek to near end", () => player.ChildrenOfType<GameplayClockContainer>().First().Seek(beatmap().Beatmap.HitObjects[^1].StartTime - 1000));
AddUntilStep("wait for pass", () => (Game.ScreenStack.CurrentScreen as ResultsScreen)?.IsLoaded == true);
return () => player;
}
private void pushEscape() =>
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AddStep("Press escape", () => InputManager.Key(Key.Escape));
private void exitViaEscapeAndConfirm()
{
pushEscape();
ConfirmAtMainMenu();
}
private void exitViaBackButtonAndConfirm()
{
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AddStep("Move mouse to backButton", () => InputManager.MoveMouseTo(backButtonPosition));
AddStep("Click back button", () => InputManager.Click(MouseButton.Left));
ConfirmAtMainMenu();
}
public partial class TestPlaySongSelect : PlaySongSelect
{
public ModSelectOverlay ModSelectOverlay => ModSelect;
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public BeatmapOptionsOverlay BeatmapOptionsOverlay => BeatmapOptions;
}
}
}