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Update test scenes to actually cover submission logic

This commit is contained in:
Dean Herbert 2021-07-01 16:55:44 +09:00
parent 5bc970af0d
commit 397d2491b3
2 changed files with 74 additions and 69 deletions

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@ -1,69 +0,0 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Threading.Tasks;
using NUnit.Framework;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Rulesets;
using osu.Game.Scoring;
using osu.Game.Screens.Ranking;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestScenePlayerScorePreparation : OsuPlayerTestScene
{
protected override bool AllowFail => false;
protected new PreparingPlayer Player => (PreparingPlayer)base.Player;
[SetUpSteps]
public override void SetUpSteps()
{
base.SetUpSteps();
// Ensure track has actually running before attempting to seek
AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
}
[Test]
public void TestPreparationOnResults()
{
AddUntilStep("wait for preparation", () => Player.PreparationCompleted);
}
[Test]
public void TestPreparationOnExit()
{
AddStep("exit", () => Player.Exit());
AddUntilStep("wait for preparation", () => Player.PreparationCompleted);
}
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new PreparingPlayer();
public class PreparingPlayer : TestPlayer
{
public bool PreparationCompleted { get; private set; }
public bool ResultsCreated { get; private set; }
public PreparingPlayer()
: base(true, true)
{
}
protected override ResultsScreen CreateResults(ScoreInfo score)
{
var results = base.CreateResults(score);
ResultsCreated = true;
return results;
}
protected override Task PrepareScoreForResultsAsync(Score score)
{
PreparationCompleted = true;
return base.PrepareScoreForResultsAsync(score);
}
}
}
}

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using NUnit.Framework;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Online.API;
using osu.Game.Online.Rooms;
using osu.Game.Online.Solo;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Screens.Ranking;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestScenePlayerScoreSubmission : OsuPlayerTestScene
{
protected override bool AllowFail => false;
private DummyAPIAccess dummyAPI => (DummyAPIAccess)API;
protected override TestPlayer CreatePlayer(Ruleset ruleset)
{
SelectedMods.Value = new[] { ruleset.GetAllMods().OfType<ModNoFail>().First() };
return new TestPlayer(false);
}
[SetUpSteps]
public override void SetUpSteps()
{
AddStep("Prepare test API", () =>
{
dummyAPI.HandleRequest = request =>
{
switch (request)
{
case CreateSoloScoreRequest tokenRequest:
tokenRequest.TriggerSuccess(new APIScoreToken { ID = 1234 });
return true;
}
return false;
};
});
base.SetUpSteps();
// Ensure track has actually running before attempting to seek
AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
}
[Test]
public void TestSubmissionOnResults()
{
AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen);
AddUntilStep("wait for submission", () => Player.SubmissionRequested);
}
[Test]
public void TestSubmissionOnExit()
{
AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
AddStep("exit", () => Player.Exit());
AddUntilStep("wait for submission", () => Player.SubmissionRequested);
}
}
}