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Update test scenes to actually cover submission logic
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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.Threading.Tasks;
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using NUnit.Framework;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Rulesets;
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using osu.Game.Scoring;
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using osu.Game.Screens.Ranking;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestScenePlayerScorePreparation : OsuPlayerTestScene
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{
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protected override bool AllowFail => false;
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protected new PreparingPlayer Player => (PreparingPlayer)base.Player;
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[SetUpSteps]
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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// Ensure track has actually running before attempting to seek
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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}
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[Test]
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public void TestPreparationOnResults()
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{
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AddUntilStep("wait for preparation", () => Player.PreparationCompleted);
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}
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[Test]
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public void TestPreparationOnExit()
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{
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AddStep("exit", () => Player.Exit());
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AddUntilStep("wait for preparation", () => Player.PreparationCompleted);
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}
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new PreparingPlayer();
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public class PreparingPlayer : TestPlayer
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{
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public bool PreparationCompleted { get; private set; }
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public bool ResultsCreated { get; private set; }
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public PreparingPlayer()
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: base(true, true)
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{
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}
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protected override ResultsScreen CreateResults(ScoreInfo score)
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{
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var results = base.CreateResults(score);
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ResultsCreated = true;
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return results;
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}
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protected override Task PrepareScoreForResultsAsync(Score score)
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{
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PreparationCompleted = true;
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return base.PrepareScoreForResultsAsync(score);
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}
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}
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}
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}
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@ -0,0 +1,74 @@
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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.Screens;
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using osu.Framework.Testing;
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using osu.Game.Online.API;
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using osu.Game.Online.Rooms;
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using osu.Game.Online.Solo;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Screens.Ranking;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestScenePlayerScoreSubmission : OsuPlayerTestScene
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{
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protected override bool AllowFail => false;
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private DummyAPIAccess dummyAPI => (DummyAPIAccess)API;
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protected override TestPlayer CreatePlayer(Ruleset ruleset)
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{
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SelectedMods.Value = new[] { ruleset.GetAllMods().OfType<ModNoFail>().First() };
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return new TestPlayer(false);
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}
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[SetUpSteps]
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public override void SetUpSteps()
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{
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AddStep("Prepare test API", () =>
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{
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dummyAPI.HandleRequest = request =>
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{
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switch (request)
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{
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case CreateSoloScoreRequest tokenRequest:
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tokenRequest.TriggerSuccess(new APIScoreToken { ID = 1234 });
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return true;
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}
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return false;
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};
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});
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base.SetUpSteps();
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// Ensure track has actually running before attempting to seek
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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}
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[Test]
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public void TestSubmissionOnResults()
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{
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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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("wait for submission", () => Player.SubmissionRequested);
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}
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[Test]
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public void TestSubmissionOnExit()
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{
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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AddStep("exit", () => Player.Exit());
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AddUntilStep("wait for submission", () => Player.SubmissionRequested);
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}
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}
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}
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