1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-15 13:47:24 +08:00

Add failing test case

This commit is contained in:
Bartłomiej Dach 2024-10-11 12:28:02 +02:00
parent 616c2aeefc
commit 0882f1bb70
No known key found for this signature in database

View File

@ -79,5 +79,82 @@ namespace osu.Game.Tests.Visual.Menus
trackChangeQueue.Peek().changeDirection == TrackChangeDirection.Next);
AddAssert("track actually changed", () => !trackChangeQueue.First().working.BeatmapInfo.Equals(trackChangeQueue.Last().working.BeatmapInfo));
}
[Test]
public void TestShuffleBackwards()
{
Queue<(IWorkingBeatmap working, TrackChangeDirection changeDirection)> trackChangeQueue = null!;
AddStep("enable shuffle", () => Game.MusicController.Shuffle.Value = true);
// ensure we have at least two beatmaps available to identify the direction the music controller navigated to.
AddRepeatStep("import beatmap", () => Game.BeatmapManager.Import(TestResources.CreateTestBeatmapSetInfo()), 5);
AddStep("ensure nonzero track duration", () => Game.Realm.Write(r =>
{
// this was already supposed to be non-zero (see innards of `TestResources.CreateTestBeatmapSetInfo()`),
// but the non-zero value is being overwritten *to* zero by `BeatmapUpdater`.
// do a bit of a hack to change it back again - otherwise tracks are going to switch instantly and we won't be able to assert anything sane anymore.
foreach (var beatmap in r.All<BeatmapInfo>().Where(b => b.Length == 0))
beatmap.Length = 60_000;
}));
AddStep("bind to track change", () =>
{
trackChangeQueue = new Queue<(IWorkingBeatmap, TrackChangeDirection)>();
Game.MusicController.TrackChanged += (working, changeDirection) => trackChangeQueue.Enqueue((working, changeDirection));
});
AddStep("seek track to 6 second", () => Game.MusicController.SeekTo(6000));
AddUntilStep("wait for current time to update", () => Game.MusicController.CurrentTrack.CurrentTime > 5000);
AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
AddAssert("no track change", () => trackChangeQueue.Count == 0);
AddUntilStep("track restarted", () => Game.MusicController.CurrentTrack.CurrentTime < 5000);
AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
AddUntilStep("track changed", () => trackChangeQueue.Count == 1);
AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
AddUntilStep("track changed", () => trackChangeQueue.Count == 2);
AddStep("press next", () => globalActionContainer.TriggerPressed(GlobalAction.MusicNext));
AddUntilStep("track changed", () =>
trackChangeQueue.Count == 3 && !trackChangeQueue.ElementAt(1).working.BeatmapInfo.Equals(trackChangeQueue.Last().working.BeatmapInfo));
}
[Test]
public void TestShuffleForwards()
{
Queue<(IWorkingBeatmap working, TrackChangeDirection changeDirection)> trackChangeQueue = null!;
AddStep("enable shuffle", () => Game.MusicController.Shuffle.Value = true);
// ensure we have at least two beatmaps available to identify the direction the music controller navigated to.
AddRepeatStep("import beatmap", () => Game.BeatmapManager.Import(TestResources.CreateTestBeatmapSetInfo()), 5);
AddStep("ensure nonzero track duration", () => Game.Realm.Write(r =>
{
// this was already supposed to be non-zero (see innards of `TestResources.CreateTestBeatmapSetInfo()`),
// but the non-zero value is being overwritten *to* zero by `BeatmapUpdater`.
// do a bit of a hack to change it back again - otherwise tracks are going to switch instantly and we won't be able to assert anything sane anymore.
foreach (var beatmap in r.All<BeatmapInfo>().Where(b => b.Length == 0))
beatmap.Length = 60_000;
}));
AddStep("bind to track change", () =>
{
trackChangeQueue = new Queue<(IWorkingBeatmap, TrackChangeDirection)>();
Game.MusicController.TrackChanged += (working, changeDirection) => trackChangeQueue.Enqueue((working, changeDirection));
});
AddStep("press next", () => globalActionContainer.TriggerPressed(GlobalAction.MusicNext));
AddUntilStep("track changed", () => trackChangeQueue.Count == 1);
AddStep("press next", () => globalActionContainer.TriggerPressed(GlobalAction.MusicNext));
AddUntilStep("track changed", () => trackChangeQueue.Count == 2);
AddStep("press previous", () => globalActionContainer.TriggerPressed(GlobalAction.MusicPrev));
AddUntilStep("track changed", () =>
trackChangeQueue.Count == 3 && !trackChangeQueue.ElementAt(1).working.BeatmapInfo.Equals(trackChangeQueue.Last().working.BeatmapInfo));
}
}
}