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Merge pull request #19025 from peppy/custom-ruleset-score-import
Fix custom rulesets not importing scores at all
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commit
26b9352aeb
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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.Linq;
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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.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;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Screens.Ranking;
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using osu.Game.Tests.Resources;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestScenePlayerLocalScoreImport : PlayerTestScene
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{
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private BeatmapManager beatmaps = null!;
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private RulesetStore rulesets = null!;
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private BeatmapSetInfo? importedSet;
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[BackgroundDependencyLoader]
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private void load(GameHost host, AudioManager audio)
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{
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Dependencies.Cache(rulesets = new RealmRulesetStore(Realm));
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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));
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Dependencies.Cache(Realm);
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}
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddStep("import beatmap", () =>
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{
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beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).WaitSafely();
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importedSet = beatmaps.GetAllUsableBeatmapSets().First();
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});
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}
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => beatmaps.GetWorkingBeatmap(importedSet?.Beatmaps.First()).Beatmap;
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private Ruleset? customRuleset;
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protected override Ruleset CreatePlayerRuleset() => customRuleset ?? new OsuRuleset();
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new TestPlayer(false);
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protected override bool HasCustomSteps => true;
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protected override bool AllowFail => false;
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[Test]
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public void TestScoreStoredLocally()
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{
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AddStep("set no custom ruleset", () => customRuleset = null);
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CreateTest();
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
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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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[Test]
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public void TestScoreStoredLocallyCustomRuleset()
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{
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Ruleset createCustomRuleset() => new CustomRuleset();
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AddStep("import custom ruleset", () => Realm.Write(r => r.Add(createCustomRuleset().RulesetInfo)));
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AddStep("set custom ruleset", () => customRuleset = createCustomRuleset());
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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);
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AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
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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
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{
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public override string Description => "custom";
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public override string ShortName => "custom";
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int ILegacyRuleset.LegacyID => -1;
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public override ScoreProcessor CreateScoreProcessor() => new ScoreProcessor(this);
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}
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}
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}
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@ -365,21 +365,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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ImportedScore = score;
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// It was discovered that Score members could sometimes be half-populated.
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// In particular, the RulesetID property could be set to 0 even on non-osu! maps.
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// We want to test that the state of that property is consistent in this test.
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// EF makes this impossible.
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//
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// First off, because of the EF navigational property-explicit foreign key field duality,
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// it can happen that - for example - the Ruleset navigational property is correctly initialised to mania,
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// but the RulesetID foreign key property is not initialised and remains 0.
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// EF silently bypasses this by prioritising the Ruleset navigational property over the RulesetID foreign key one.
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//
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// Additionally, adding an entity to an EF DbSet CAUSES SIDE EFFECTS with regard to the foreign key property.
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// In the above instance, if a ScoreInfo with Ruleset = {mania} and RulesetID = 0 is attached to an EF context,
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// RulesetID WILL BE SILENTLY SET TO THE CORRECT VALUE of 3.
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//
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// For the above reasons, actual importing is disabled in this test.
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// Calling base.ImportScore is omitted as it will fail for the test method which uses a custom ruleset.
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// This can be resolved by doing something similar to what TestScenePlayerLocalScoreImport is doing,
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// but requires a bit of restructuring.
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}
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}
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}
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@ -142,6 +142,28 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("button is not enabled", () => !downloadButton.ChildrenOfType<DownloadButton>().First().Enabled.Value);
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}
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[Test]
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public void TestLocallyAvailableWithoutReplay()
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{
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Live<ScoreInfo> imported = null;
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AddStep("import score", () => imported = scoreManager.Import(getScoreInfo(false, false)));
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AddStep("create button without replay", () =>
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{
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Child = downloadButton = new TestReplayDownloadButton(imported.Value)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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};
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});
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AddUntilStep("wait for load", () => downloadButton.IsLoaded);
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AddUntilStep("state is not downloaded", () => downloadButton.State.Value == DownloadState.NotDownloaded);
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AddAssert("button is not enabled", () => !downloadButton.ChildrenOfType<DownloadButton>().First().Enabled.Value);
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}
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[Test]
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public void TestScoreImportThenDelete()
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{
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@ -189,11 +211,11 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("button is not enabled", () => !downloadButton.ChildrenOfType<DownloadButton>().First().Enabled.Value);
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}
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private ScoreInfo getScoreInfo(bool replayAvailable)
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private ScoreInfo getScoreInfo(bool replayAvailable, bool hasOnlineId = true)
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{
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return new APIScore
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{
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OnlineID = online_score_id,
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OnlineID = hasOnlineId ? online_score_id : 0,
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RulesetID = 0,
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Beatmap = CreateAPIBeatmapSet(new OsuRuleset().RulesetInfo).Beatmaps.First(),
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HasReplay = replayAvailable,
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@ -22,6 +22,7 @@ using osu.Framework.Threading;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Extensions;
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using osu.Game.Graphics.Containers;
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using osu.Game.IO.Archives;
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using osu.Game.Online.API;
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@ -1064,12 +1065,15 @@ namespace osu.Game.Screens.Play
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if (DrawableRuleset.ReplayScore != null)
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return Task.CompletedTask;
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LegacyByteArrayReader replayReader;
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LegacyByteArrayReader replayReader = null;
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using (var stream = new MemoryStream())
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if (score.ScoreInfo.Ruleset.IsLegacyRuleset())
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{
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new LegacyScoreEncoder(score, GameplayState.Beatmap).Encode(stream);
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replayReader = new LegacyByteArrayReader(stream.ToArray(), "replay.osr");
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using (var stream = new MemoryStream())
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{
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new LegacyScoreEncoder(score, GameplayState.Beatmap).Encode(stream);
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replayReader = new LegacyByteArrayReader(stream.ToArray(), "replay.osr");
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}
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}
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// the import process will re-attach managed beatmap/rulesets to this score. we don't want this for now, so create a temporary copy to import.
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@ -49,7 +49,7 @@ namespace osu.Game.Tests.Visual
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action?.Invoke();
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AddStep(CreatePlayerRuleset().Description, LoadPlayer);
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AddStep($"Load player for {CreatePlayerRuleset().Description}", LoadPlayer);
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AddUntilStep("player loaded", () => Player.IsLoaded && Player.Alpha == 1);
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}
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