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Update beatmap carousel tests code style
Also fixes one issue I spotted in BeatmapCarousel related to incorrectly holding a selection after new sets are loaded.
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@ -43,7 +43,7 @@ namespace osu.Game.Tests.Visual.SongSelect
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private readonly Stack<BeatmapSetInfo> selectedSets = new Stack<BeatmapSetInfo>();
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private readonly HashSet<int> eagerSelectedIDs = new HashSet<int>();
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private BeatmapInfo currentSelection;
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private BeatmapInfo currentSelection => carousel.SelectedBeatmap;
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private const int set_count = 5;
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@ -56,37 +56,26 @@ namespace osu.Game.Tests.Visual.SongSelect
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{
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RelativeSizeAxes = Axes.Both,
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});
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List<BeatmapSetInfo> beatmapSets = new List<BeatmapSetInfo>();
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for (int i = 1; i <= set_count; i++)
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beatmapSets.Add(createTestBeatmapSet(i));
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carousel.SelectionChanged = s => currentSelection = s;
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loadBeatmaps(beatmapSets);
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testTraversal();
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testFiltering();
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testRandom();
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testAddRemove();
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testSorting();
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testRemoveAll();
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testEmptyTraversal();
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testHiding();
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testSelectingFilteredRuleset();
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testCarouselRootIsRandom();
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}
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private void loadBeatmaps(List<BeatmapSetInfo> beatmapSets)
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private void loadBeatmaps(List<BeatmapSetInfo> beatmapSets = null)
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{
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if (beatmapSets == null)
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{
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beatmapSets = new List<BeatmapSetInfo>();
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for (int i = 1; i <= set_count; i++)
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beatmapSets.Add(createTestBeatmapSet(i));
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}
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bool changed = false;
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AddStep($"Load {beatmapSets.Count} Beatmaps", () =>
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{
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carousel.Filter(new FilterCriteria());
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carousel.BeatmapSetsChanged = () => changed = true;
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carousel.BeatmapSets = beatmapSets;
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});
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AddUntilStep("Wait for load", () => changed);
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}
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@ -173,8 +162,11 @@ namespace osu.Game.Tests.Visual.SongSelect
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/// <summary>
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/// Test keyboard traversal
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/// </summary>
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private void testTraversal()
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[Test]
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public void TestTraversal()
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{
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loadBeatmaps();
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advanceSelection(direction: 1, diff: false);
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checkSelected(1, 1);
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@ -199,8 +191,11 @@ namespace osu.Game.Tests.Visual.SongSelect
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/// <summary>
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/// Test filtering
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/// </summary>
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private void testFiltering()
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[Test]
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public void TestFiltering()
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{
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loadBeatmaps();
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// basic filtering
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setSelected(1, 1);
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@ -262,8 +257,11 @@ namespace osu.Game.Tests.Visual.SongSelect
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/// <summary>
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/// Test random non-repeating algorithm
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/// </summary>
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private void testRandom()
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[Test]
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public void TestRandom()
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{
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loadBeatmaps();
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setSelected(1, 1);
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nextRandom();
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@ -299,8 +297,11 @@ namespace osu.Game.Tests.Visual.SongSelect
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/// <summary>
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/// Test adding and removing beatmap sets
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/// </summary>
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private void testAddRemove()
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[Test]
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public void TestAddRemove()
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{
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loadBeatmaps();
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AddStep("Add new set", () => carousel.UpdateBeatmapSet(createTestBeatmapSet(set_count + 1)));
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AddStep("Add new set", () => carousel.UpdateBeatmapSet(createTestBeatmapSet(set_count + 2)));
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@ -322,16 +323,22 @@ namespace osu.Game.Tests.Visual.SongSelect
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/// <summary>
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/// Test sorting
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/// </summary>
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private void testSorting()
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[Test]
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public void TestSorting()
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{
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loadBeatmaps();
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AddStep("Sort by author", () => carousel.Filter(new FilterCriteria { Sort = SortMode.Author }, false));
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AddAssert("Check zzzzz is at bottom", () => carousel.BeatmapSets.Last().Metadata.AuthorString == "zzzzz");
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AddStep("Sort by artist", () => carousel.Filter(new FilterCriteria { Sort = SortMode.Artist }, false));
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AddAssert($"Check #{set_count} is at bottom", () => carousel.BeatmapSets.Last().Metadata.Title.EndsWith($"#{set_count}!"));
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}
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private void testRemoveAll()
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[Test]
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public void TestRemoveAll()
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{
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loadBeatmaps();
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setSelected(2, 1);
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AddAssert("Selection is non-null", () => currentSelection != null);
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@ -353,8 +360,11 @@ namespace osu.Game.Tests.Visual.SongSelect
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checkNoSelection();
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}
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private void testEmptyTraversal()
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[Test]
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public void TestEmptyTraversal()
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{
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loadBeatmaps(new List<BeatmapSetInfo>());
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advanceSelection(direction: 1, diff: false);
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checkNoSelection();
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@ -368,11 +378,18 @@ namespace osu.Game.Tests.Visual.SongSelect
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checkNoSelection();
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}
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private void testHiding()
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[Test]
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public void TestHiding()
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{
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var hidingSet = createTestBeatmapSet(1);
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hidingSet.Beatmaps[1].Hidden = true;
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AddStep("Add set with diff 2 hidden", () => carousel.UpdateBeatmapSet(hidingSet));
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BeatmapSetInfo hidingSet = null;
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AddStep("Add set with diff 2 hidden", () =>
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{
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hidingSet = createTestBeatmapSet(1);
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hidingSet.Beatmaps[1].Hidden = true;
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carousel.UpdateBeatmapSet(hidingSet);
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});
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setSelected(1, 1);
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checkVisibleItemCount(true, 2);
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@ -402,7 +419,8 @@ namespace osu.Game.Tests.Visual.SongSelect
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}
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}
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private void testSelectingFilteredRuleset()
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[Test]
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public void TestSelectingFilteredRuleset()
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{
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var testMixed = createTestBeatmapSet(set_count + 1);
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AddStep("add mixed ruleset beatmapset", () =>
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@ -437,14 +455,16 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddStep("remove single ruleset set", () => carousel.RemoveBeatmapSet(testSingle));
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}
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private void testCarouselRootIsRandom()
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[Test]
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public void TestCarouselRootIsRandom()
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{
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List<BeatmapSetInfo> beatmapSets = new List<BeatmapSetInfo>();
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List<BeatmapSetInfo> manySets = new List<BeatmapSetInfo>();
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for (int i = 1; i <= 50; i++)
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beatmapSets.Add(createTestBeatmapSet(i));
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manySets.Add(createTestBeatmapSet(i));
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loadBeatmaps(manySets);
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loadBeatmaps(beatmapSets);
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advanceSelection(direction: 1, diff: false);
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checkNonmatchingFilter();
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checkNonmatchingFilter();
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@ -82,6 +82,9 @@ namespace osu.Game.Screens.Select
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var _ = newRoot.Drawables;
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root = newRoot;
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if (selectedBeatmapSet != null && !beatmapSets.Contains(selectedBeatmapSet.BeatmapSet))
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selectedBeatmapSet = null;
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scrollableContent.Clear(false);
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itemsCache.Invalidate();
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scrollPositionCache.Invalidate();
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