1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-13 05:22:54 +08:00

Fix intermittent failure in tests with restarting player instances

This commit is contained in:
Salman Ahmed 2023-01-15 15:51:18 +03:00
parent 8f70424999
commit 13c1b8f5a4
5 changed files with 28 additions and 5 deletions

View File

@ -195,11 +195,17 @@ namespace osu.Game.Tests.Visual.Navigation
AddUntilStep("wait for player", () =>
{
DismissAnyNotifications();
return (player = Game.ScreenStack.CurrentScreen as Player) != null;
player = Game.ScreenStack.CurrentScreen as Player;
return player?.IsLoaded == true;
});
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));
AddStep("attempt to retry", () => player.ChildrenOfType<HotkeyRetryOverlay>().First().Action());
AddUntilStep("wait for old player gone", () => Game.ScreenStack.CurrentScreen != player);

View File

@ -47,7 +47,7 @@ namespace osu.Game.Online.Spectator
/// <summary>
/// Whether the local user is playing.
/// </summary>
protected bool IsPlaying { get; private set; }
protected internal bool IsPlaying { get; private set; }
/// <summary>
/// Called whenever new frames arrive from the server.

View File

@ -189,7 +189,7 @@ namespace osu.Game
private RulesetConfigCache rulesetConfigCache;
private SpectatorClient spectatorClient;
protected SpectatorClient SpectatorClient { get; private set; }
protected MultiplayerClient MultiplayerClient { get; private set; }
@ -300,7 +300,7 @@ namespace osu.Game
// TODO: OsuGame or OsuGameBase?
dependencies.CacheAs(beatmapUpdater = new BeatmapUpdater(BeatmapManager, difficultyCache, API, Storage));
dependencies.CacheAs(spectatorClient = new OnlineSpectatorClient(endpoints));
dependencies.CacheAs(SpectatorClient = new OnlineSpectatorClient(endpoints));
dependencies.CacheAs(MultiplayerClient = new OnlineMultiplayerClient(endpoints));
dependencies.CacheAs(metadataClient = new OnlineMetadataClient(endpoints));
dependencies.CacheAs(soloStatisticsWatcher = new SoloStatisticsWatcher());
@ -346,7 +346,7 @@ namespace osu.Game
if (API is APIAccess apiAccess)
base.Content.Add(apiAccess);
base.Content.Add(spectatorClient);
base.Content.Add(SpectatorClient);
base.Content.Add(MultiplayerClient);
base.Content.Add(metadataClient);
base.Content.Add(soloStatisticsWatcher);

View File

@ -20,6 +20,7 @@ using osu.Game.Database;
using osu.Game.Graphics.Cursor;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.API;
using osu.Game.Online.Spectator;
using osu.Game.Overlays;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
@ -148,6 +149,8 @@ namespace osu.Game.Tests.Visual
public new Bindable<IReadOnlyList<Mod>> SelectedMods => base.SelectedMods;
public new SpectatorClient SpectatorClient => base.SpectatorClient;
// if we don't apply these changes, when running under nUnit the version that gets populated is that of nUnit.
public override Version AssemblyVersion => new Version(0, 0);
public override string Version => "test game";

View File

@ -8,6 +8,7 @@ using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Screens;
using osu.Game.Online.API;
using osu.Game.Online.Rooms;
using osu.Game.Online.Spectator;
@ -103,6 +104,19 @@ namespace osu.Game.Tests.Visual
ScoreProcessor.NewJudgement += r => Results.Add(r);
}
public override bool OnExiting(ScreenExitEvent e)
{
bool exiting = base.OnExiting(e);
// SubmittingPlayer performs EndPlaying on a fire-and-forget async task, which allows for the chance of BeginPlaying to be called before EndPlaying is called here.
// Until this is handled properly at game-side, ensure EndPlaying is called before exiting player.
// see: https://github.com/ppy/osu/issues/22220
if (LoadedBeatmapSuccessfully)
spectatorClient?.EndPlaying(GameplayState);
return exiting;
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);