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Merge pull request #8881 from peppy/schedule-music-controller-operations
Avoid calls on MusicController executing before it may have finished loading
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commit
0ffd9da6a9
@ -1,12 +1,15 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
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using osu.Framework.Platform;
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using osu.Game.Beatmaps;
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using osu.Game.Overlays;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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namespace osu.Game.Tests.Visual.UserInterface
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@ -21,9 +24,14 @@ namespace osu.Game.Tests.Visual.UserInterface
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private NowPlayingOverlay nowPlayingOverlay;
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private RulesetStore rulesets;
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[BackgroundDependencyLoader]
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private void load()
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private void load(AudioManager audio, GameHost host)
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{
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Dependencies.Cache(rulesets = new RulesetStore(ContextFactory));
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Dependencies.Cache(manager = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, host, Beatmap.Default));
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Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
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nowPlayingOverlay = new NowPlayingOverlay
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@ -44,21 +52,43 @@ namespace osu.Game.Tests.Visual.UserInterface
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AddStep(@"hide", () => nowPlayingOverlay.Hide());
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}
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private BeatmapManager manager { get; set; }
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private int importId;
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[Test]
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public void TestPrevTrackBehavior()
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{
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AddStep(@"Play track", () =>
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// ensure we have at least two beatmaps available.
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AddRepeatStep("import beatmap", () => manager.Import(new BeatmapSetInfo
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{
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musicController.NextTrack();
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currentBeatmap = Beatmap.Value;
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});
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Beatmaps = new List<BeatmapInfo>
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{
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new BeatmapInfo
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{
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BaseDifficulty = new BeatmapDifficulty(),
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}
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},
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Metadata = new BeatmapMetadata
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{
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Artist = $"a test map {importId++}",
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Title = "title",
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}
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}).Wait(), 5);
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AddStep(@"Next track", () => musicController.NextTrack());
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AddStep("Store track", () => currentBeatmap = Beatmap.Value);
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AddStep(@"Seek track to 6 second", () => musicController.SeekTo(6000));
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AddUntilStep(@"Wait for current time to update", () => currentBeatmap.Track.CurrentTime > 5000);
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AddAssert(@"Check action is restart track", () => musicController.PreviousTrack() == PreviousTrackResult.Restart);
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AddUntilStep("Wait for current time to update", () => Precision.AlmostEquals(currentBeatmap.Track.CurrentTime, 0));
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AddAssert(@"Check track didn't change", () => currentBeatmap == Beatmap.Value);
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AddAssert(@"Check action is not restart", () => musicController.PreviousTrack() != PreviousTrackResult.Restart);
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AddStep(@"Set previous", () => musicController.PreviousTrack());
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AddAssert(@"Check beatmap didn't change", () => currentBeatmap == Beatmap.Value);
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AddUntilStep("Wait for current time to update", () => currentBeatmap.Track.CurrentTime < 5000);
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AddStep(@"Set previous", () => musicController.PreviousTrack());
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AddAssert(@"Check beatmap did change", () => currentBeatmap != Beatmap.Value);
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}
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}
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}
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@ -172,10 +172,15 @@ namespace osu.Game.Overlays
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}
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/// <summary>
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/// Play the previous track or restart the current track if it's current time below <see cref="restart_cutoff_point"/>
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/// Play the previous track or restart the current track if it's current time below <see cref="restart_cutoff_point"/>.
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/// </summary>
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/// <returns>The <see cref="PreviousTrackResult"/> that indicate the decided action</returns>
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public PreviousTrackResult PreviousTrack()
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public void PreviousTrack() => Schedule(() => prev());
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/// <summary>
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/// Play the previous track or restart the current track if it's current time below <see cref="restart_cutoff_point"/>.
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/// </summary>
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/// <returns>The <see cref="PreviousTrackResult"/> that indicate the decided action.</returns>
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private PreviousTrackResult prev()
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{
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var currentTrackPosition = current?.Track.CurrentTime;
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@ -204,8 +209,7 @@ namespace osu.Game.Overlays
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/// <summary>
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/// Play the next random or playlist track.
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/// </summary>
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/// <returns>Whether the operation was successful.</returns>
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public bool NextTrack() => next();
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public void NextTrack() => Schedule(() => next());
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private bool next(bool instant = false)
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{
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@ -319,13 +323,13 @@ namespace osu.Game.Overlays
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return true;
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case GlobalAction.MusicNext:
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if (NextTrack())
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if (next())
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onScreenDisplay?.Display(new MusicControllerToast("Next track"));
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return true;
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case GlobalAction.MusicPrev:
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switch (PreviousTrack())
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switch (prev())
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{
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case PreviousTrackResult.Restart:
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onScreenDisplay?.Display(new MusicControllerToast("Restart track"));
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