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Merge pull request #24467 from Joehuu/block-exit-if-save-failed

Block beatmap editor from testing/exiting/exporting when saving fails
This commit is contained in:
Bartłomiej Dach 2023-08-09 00:14:23 +02:00 committed by GitHub
commit 66e404f289
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 53 additions and 4 deletions

View File

@ -18,6 +18,7 @@ using osu.Game.Database;
using osu.Game.Overlays.Dialog;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Catch;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.UI;
@ -453,6 +454,51 @@ namespace osu.Game.Tests.Visual.Editing
});
}
[Test]
public void TestExitBlockedWhenSavingBeatmapWithSameNamedDifficulties()
{
Guid setId = Guid.Empty;
const string duplicate_difficulty_name = "duplicate";
AddStep("retrieve set ID", () => setId = EditorBeatmap.BeatmapInfo.BeatmapSet!.ID);
AddStep("set difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = duplicate_difficulty_name);
AddStep("save beatmap", () => Editor.Save());
AddAssert("new beatmap persisted", () =>
{
var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId);
return set != null && set.PerformRead(s => s.Beatmaps.Count == 1 && s.Files.Count == 1);
});
AddStep("create new difficulty", () => Editor.CreateNewDifficulty(new CatchRuleset().RulesetInfo));
AddUntilStep("wait for created", () =>
{
string? difficultyName = Editor.ChildrenOfType<EditorBeatmap>().SingleOrDefault()?.BeatmapInfo.DifficultyName;
return difficultyName != null && difficultyName != duplicate_difficulty_name;
});
AddUntilStep("wait for editor load", () => Editor.IsLoaded && DialogOverlay.IsLoaded);
AddStep("add hitobjects", () => EditorBeatmap.AddRange(new[]
{
new Fruit
{
StartTime = 0
},
new Fruit
{
StartTime = 1000
}
}));
AddStep("set difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = duplicate_difficulty_name);
AddUntilStep("wait for has unsaved changes", () => Editor.HasUnsavedChanges);
AddStep("exit", () => Editor.Exit());
AddUntilStep("wait for dialog", () => DialogOverlay.CurrentDialog is PromptForSaveDialog);
AddStep("attempt to save", () => DialogOverlay.CurrentDialog.PerformOkAction());
AddAssert("editor is still current", () => Editor.IsCurrentScreen());
}
[Test]
public void TestCreateNewDifficultyForInconvertibleRuleset()
{

View File

@ -425,7 +425,8 @@ namespace osu.Game.Screens.Edit
{
dialogOverlay.Push(new SaveBeforeGameplayTestDialog(() =>
{
Save();
if (!Save()) return;
pushEditorPlayer();
}));
}
@ -764,7 +765,7 @@ namespace osu.Game.Screens.Edit
private void confirmExitWithSave()
{
Save();
if (!Save()) return;
ExitConfirmed = true;
this.Exit();
@ -1021,13 +1022,15 @@ namespace osu.Game.Screens.Edit
private void exportBeatmap()
{
Save();
if (!Save()) return;
beatmapManager.Export(Beatmap.Value.BeatmapSetInfo);
}
private void exportLegacyBeatmap()
{
Save();
if (!Save()) return;
beatmapManager.ExportLegacy(Beatmap.Value.BeatmapSetInfo);
}