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mirror of https://github.com/ppy/osu.git synced 2024-12-14 23:12:56 +08:00

Add more tests and fix one remaining issue case

This commit is contained in:
Dean Herbert 2018-07-20 11:32:00 +09:00
parent d7f1766ee2
commit 64ead0fdf7
2 changed files with 40 additions and 28 deletions

View File

@ -82,11 +82,10 @@ namespace osu.Game.Tests.Visual
public virtual void SetUp()
{
manager?.Delete(manager.GetAllUsableBeatmapSets());
Child = songSelect = new TestSongSelect();
}
//[Test]
[Test]
public void TestDummy()
{
AddAssert("dummy selected", () => songSelect.CurrentBeatmap == defaultBeatmap);
@ -99,7 +98,7 @@ namespace osu.Game.Tests.Visual
AddAssert("random map selected", () => songSelect.CurrentBeatmap != defaultBeatmap);
}
//[Test]
[Test]
public void TestSorting()
{
addManyTestMaps();
@ -114,24 +113,35 @@ namespace osu.Game.Tests.Visual
}
[Test]
public void TestRulesetChange()
public void ImportUnderDifferentRuleset()
{
AddStep("change ruleset", () => Ruleset.Value = rulesets.AvailableRulesets.First(r => r.ID == 2));
AddStep("import test maps", () =>
{
manager.Import(createTestBeatmapSet(0, rulesets.AvailableRulesets.Where(r => r.ID == 0).ToArray()));
manager.Import(createTestBeatmapSet(1, rulesets.AvailableRulesets.Where(r => r.ID == 2).ToArray()));
});
AddStep("change ruleset", () => Ruleset.Value = rulesets.AvailableRulesets.First(r => r.ID == 1));
changeRuleset(2);
importForRuleset(0);
AddUntilStep(() => songSelect.Carousel.SelectedBeatmap == null, "no selection");
AddStep("change ruleset", () => Ruleset.Value = rulesets.AvailableRulesets.First(r => r.ID == 0));
}
[Test]
public void ImportUnderCurrentRuleset()
{
changeRuleset(2);
importForRuleset(2);
importForRuleset(1);
AddUntilStep(() => songSelect.Carousel.SelectedBeatmap.RulesetID == 2, "has selection");
changeRuleset(1);
AddUntilStep(() => songSelect.Carousel.SelectedBeatmap.RulesetID == 1, "has selection");
changeRuleset(0);
AddUntilStep(() => songSelect.Carousel.SelectedBeatmap == null, "no selection");
}
private void importForRuleset(int id) => AddStep($"import test map for ruleset {id}", () => manager.Import(createTestBeatmapSet(getImportId(), rulesets.AvailableRulesets.Where(r => r.ID == id).ToArray())));
private static int importId;
private int getImportId() => ++importId;
private void changeRuleset(int id) => AddStep($"change ruleset to {id}", () => Ruleset.Value = rulesets.AvailableRulesets.First(r => r.ID == id));
private void addManyTestMaps()
{
AddStep("import test maps", () =>
@ -143,18 +153,16 @@ namespace osu.Game.Tests.Visual
});
}
private BeatmapSetInfo createTestBeatmapSet(int idOffset, RulesetInfo[] rulesets)
private BeatmapSetInfo createTestBeatmapSet(int setId, RulesetInfo[] rulesets)
{
int j = 0;
RulesetInfo getRuleset() => rulesets[j++ % rulesets.Length];
var beatmaps = new List<BeatmapInfo>();
int setId = 1234 + idOffset;
for (int i = 0; i < 6; i++)
{
int beatmapId = 1234 + idOffset + i;
int beatmapId = setId * 10 + i;
beatmaps.Add(new BeatmapInfo
{
@ -169,7 +177,6 @@ namespace osu.Game.Tests.Visual
});
}
return new BeatmapSetInfo
{
OnlineBeatmapSetID = setId,

View File

@ -309,9 +309,9 @@ namespace osu.Game.Screens.Select
var beatmap = beatmapNoDebounce;
var ruleset = rulesetNoDebounce;
void performLoad()
void run()
{
Logger.Log($"performLoad with b:{beatmap} r:{ruleset}");
Logger.Log($"updating selection with beatmap:{beatmap?.ID.ToString() ?? "null"} ruleset:{ruleset?.ID.ToString() ?? "null"}");
WorkingBeatmap working = Beatmap.Value;
@ -319,19 +319,24 @@ namespace osu.Game.Screens.Select
if (ruleset?.Equals(Ruleset.Value) == false)
{
Logger.Log($"ruleset changed from {Ruleset.Value} to {ruleset}");
Logger.Log($"ruleset changed from \"{Ruleset.Value}\" to \"{ruleset}\"");
Ruleset.Value = ruleset;
// force a filter before attempting to change the beatmap.
// we may still be in the wrong ruleset as there is a debounce delay on ruleset changes.
Carousel.Filter(null, false);
// Filtering only completes after the carousel runs Update.
// If we also have a pending beatmap change we should delay it one frame.
selectionChangedDebounce = Schedule(run);
return;
}
// We may be arriving here due to another component changing the bindable Beatmap.
// In these cases, the other component has already loaded the beatmap, so we don't need to do so again.
if (!Equals(beatmap, Beatmap.Value.BeatmapInfo))
{
Logger.Log($"beatmap changed from {Beatmap.Value.BeatmapInfo} to {beatmap}");
Logger.Log($"beatmap changed from \"{Beatmap.Value.BeatmapInfo}\" to \"{beatmap}\"");
preview = beatmap?.BeatmapSetInfoID != Beatmap.Value?.BeatmapInfo.BeatmapSetInfoID;
working = beatmaps.GetWorkingBeatmap(beatmap, Beatmap.Value);
@ -355,9 +360,9 @@ namespace osu.Game.Screens.Select
selectionChangedDebounce?.Cancel();
if (beatmap == null)
performLoad();
run();
else
selectionChangedDebounce = Scheduler.AddDelayed(performLoad, 200);
selectionChangedDebounce = Scheduler.AddDelayed(run, 200);
}
private void triggerRandom()