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Centralise and harden editor-ready-for-use check
Not only does this combine the check into one location, but it also adds a check on the global `WorkingBeatmap` being updated, which is the only way I can see the following failure happening: ```csharp 05:19:07 osu.Game.Tests: osu.Game.Tests.Visual.Editing.TestSceneEditorBeatmapCreation.TestAddAudioTrack 05:19:07 Failed TestAddAudioTrack [161 ms] 05:19:07 Error Message: 05:19:07 TearDown : System.NullReferenceException : Object reference not set to an instance of an object. 05:19:07 Stack Trace: 05:19:07 --TearDown 05:19:07 at osu.Game.Database.ModelManager`1.<>c__DisplayClass7_0.<AddFile>b__0(TModel managed) in C:\BuildAgent\work\ecd860037212ac52\osu.Game\Database\ModelManager.cs:line 36 05:19:07 at osu.Game.Database.ModelManager`1.<>c__DisplayClass8_0.<performFileOperation>b__0(Realm realm) in C:\BuildAgent\work\ecd860037212ac52\osu.Game\Database\ModelManager.cs:line 49 05:19:07 at osu.Game.Database.RealmExtensions.Write(Realm realm, Action`1 function) in C:\BuildAgent\work\ecd860037212ac52\osu.Game\Database\RealmExtensions.cs:line 14 05:19:07 at osu.Game.Database.ModelManager`1.performFileOperation(TModel item, Action`1 operation) in C:\BuildAgent\work\ecd860037212ac52\osu.Game\Database\ModelManager.cs:line 46 05:19:07 at osu.Game.Database.ModelManager`1.AddFile(TModel item, Stream contents, String filename) in C:\BuildAgent\work\ecd860037212ac52\osu.Game\Database\ModelManager.cs:line 36 05:19:07 at osu.Game.Screens.Edit.Setup.ResourcesSection.ChangeAudioTrack(FileInfo source) in C:\BuildAgent\work\ecd860037212ac52\osu.Game\Screens\Edit\Setup\ResourcesSection.cs:line 115 05:19:07 at osu.Game.Tests.Visual.Editing.TestSceneEditorBeatmapCreation.<TestAddAudioTrack>b__13_0() in C:\BuildAgent\work\ecd860037212ac52\osu.Game.Tests\Visual\Editing\TestSceneEditorBeatmapCreation.cs:line 101 05:19:07 at osu.Framework.Testing.Drawables.Steps.AssertButton.checkAssert() 05:19:07 at osu.Framework.Testing.Drawables.Steps.StepButton.PerformStep(Boolean userTriggered) 05:19:07 at osu.Framework.Testing.TestScene.runNextStep(Action onCompletion, Action`1 onError, Func`2 stopCondition) ```
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10d1bbb131
commit
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@ -10,7 +10,6 @@ using osu.Framework.Input;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Edit;
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@ -41,10 +40,6 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new TestBeatmap(ruleset, false);
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private bool editorComponentsReady => editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true
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&& editor.ChildrenOfType<TimelineArea>().FirstOrDefault()?.IsLoaded == true
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&& editor?.ChildrenOfType<Playfield>().FirstOrDefault()?.IsLoaded == true;
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[TestCase(true)]
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[TestCase(false)]
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public void TestVelocityChangeSavesCorrectly(bool adjustVelocity)
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@ -52,7 +47,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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double? velocity = null;
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AddStep("enter editor", () => Game.ScreenStack.Push(new EditorLoader()));
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AddUntilStep("wait for editor load", () => editorComponentsReady);
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AddUntilStep("wait for editor load", () => editor?.ReadyForUse == true);
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AddStep("seek to first control point", () => editorClock.Seek(editorBeatmap.ControlPointInfo.TimingPoints.First().Time));
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AddStep("enter slider placement mode", () => InputManager.Key(Key.Number3));
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@ -91,7 +86,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
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AddStep("exit", () => InputManager.Key(Key.Escape));
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AddStep("enter editor (again)", () => Game.ScreenStack.Push(new EditorLoader()));
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AddUntilStep("wait for editor load", () => editorComponentsReady);
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AddUntilStep("wait for editor load", () => editor?.ReadyForUse == true);
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AddStep("seek to slider", () => editorClock.Seek(slider.StartTime));
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AddAssert("slider has correct velocity", () => slider.Velocity == velocity);
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@ -36,8 +36,6 @@ namespace osu.Game.Tests.Visual.Editing
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{
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protected override Ruleset CreateEditorRuleset() => new OsuRuleset();
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protected override bool EditorComponentsReady => Editor.ChildrenOfType<SetupScreen>().SingleOrDefault()?.IsLoaded == true;
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protected override bool IsolateSavingFromDatabase => false;
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[Resolved]
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@ -9,12 +9,10 @@ using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Components.Timelines.Summary;
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using osu.Game.Screens.Edit.Compose.Components.Timeline;
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using osu.Game.Screens.Edit.GameplayTest;
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using osu.Game.Screens.Select;
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using osu.Game.Tests.Resources;
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@ -40,10 +38,7 @@ namespace osu.Game.Tests.Visual.Editing
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AddStep("switch ruleset", () => Game.Ruleset.Value = new ManiaRuleset().RulesetInfo);
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AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0)));
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AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor
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&& editor.IsLoaded
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&& editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true
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&& editor.ChildrenOfType<TimelineArea>().FirstOrDefault()?.IsLoaded == true);
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AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
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AddStep("test gameplay", () =>
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{
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var testGameplayButton = this.ChildrenOfType<TestGameplayButton>().Single();
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@ -21,6 +21,7 @@ using osu.Framework.Input.Events;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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@ -39,6 +40,7 @@ using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Screens.Edit.Components.Menus;
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using osu.Game.Screens.Edit.Compose;
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using osu.Game.Screens.Edit.Compose.Components.Timeline;
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using osu.Game.Screens.Edit.Design;
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using osu.Game.Screens.Edit.GameplayTest;
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using osu.Game.Screens.Edit.Setup;
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@ -97,6 +99,32 @@ namespace osu.Game.Screens.Edit
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public IBindable<bool> SamplePlaybackDisabled => samplePlaybackDisabled;
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/// <summary>
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/// Ensure all asynchronously loading pieces of the editor are in a good state.
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/// This exists here for convenience for tests, not for actual use.
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/// Eventually we'd probably want a better way to signal this.
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/// </summary>
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public bool ReadyForUse
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{
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get
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{
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if (!workingBeatmapUpdated)
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return false;
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var loadedScreen = screenContainer?.Children.SingleOrDefault(s => s.IsLoaded);
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if (loadedScreen == null)
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return false;
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if (loadedScreen is EditorScreenWithTimeline)
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return loadedScreen.ChildrenOfType<TimelineArea>().FirstOrDefault()?.IsLoaded == true;
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return true;
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}
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}
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private bool workingBeatmapUpdated;
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private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
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private bool canSave;
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@ -219,6 +247,7 @@ namespace osu.Game.Screens.Edit
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// this assumes that nothing during the rest of this load() method is accessing Beatmap.Value (loadableBeatmap should be preferred).
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// generally this is quite safe, as the actual load of editor content comes after menuBar.Mode.ValueChanged is fired in its own LoadComplete.
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Beatmap.Value = loadableBeatmap;
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workingBeatmapUpdated = true;
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});
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OsuMenuItem undoMenuItem;
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@ -17,9 +17,7 @@ using osu.Game.Online.API;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Dialog;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Compose.Components.Timeline;
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using osu.Game.Screens.Menu;
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using osu.Game.Skinning;
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@ -58,15 +56,13 @@ namespace osu.Game.Tests.Visual
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Dependencies.CacheAs<BeatmapManager>(testBeatmapManager = new TestBeatmapManager(LocalStorage, Realm, rulesets, null, audio, Resources, host, Beatmap.Default));
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}
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protected virtual bool EditorComponentsReady => Editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true
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&& Editor.ChildrenOfType<TimelineArea>().FirstOrDefault()?.IsLoaded == true;
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddStep("load editor", LoadEditor);
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AddUntilStep("wait for editor to load", () => EditorComponentsReady);
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AddUntilStep("wait for editor to load", () => Editor?.ReadyForUse == true);
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AddUntilStep("wait for beatmap updated", () => !Beatmap.IsDefault);
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}
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protected virtual void LoadEditor()
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