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Adjust sample test to pass with pooling
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Testing;
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using osu.Game.Audio;
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@ -18,24 +19,33 @@ namespace osu.Game.Rulesets.Taiko.Tests
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddAssert("has correct samples", () =>
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var expectedSampleNames = new[]
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{
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var names = Player.DrawableRuleset.Playfield.AllHitObjects.OfType<DrawableHit>().Select(h => string.Join(',', h.GetSamples().Select(s => s.Name)));
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string.Empty,
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string.Empty,
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string.Empty,
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string.Empty,
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HitSampleInfo.HIT_FINISH,
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HitSampleInfo.HIT_WHISTLE,
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HitSampleInfo.HIT_WHISTLE,
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HitSampleInfo.HIT_WHISTLE,
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};
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var actualSampleNames = new List<string>();
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var expected = new[]
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{
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string.Empty,
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string.Empty,
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string.Empty,
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string.Empty,
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HitSampleInfo.HIT_FINISH,
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HitSampleInfo.HIT_WHISTLE,
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HitSampleInfo.HIT_WHISTLE,
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HitSampleInfo.HIT_WHISTLE,
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};
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// due to pooling we can't access all samples right away due to object re-use,
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// so we need to collect as we go.
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AddStep("collect sample names", () => Player.DrawableRuleset.Playfield.NewResult += (dho, _) =>
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{
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if (!(dho is DrawableHit h))
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return;
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return names.SequenceEqual(expected);
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actualSampleNames.Add(string.Join(',', h.GetSamples().Select(s => s.Name)));
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});
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AddUntilStep("all samples collected", () => actualSampleNames.Count == expectedSampleNames.Length);
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AddAssert("samples are correct", () => actualSampleNames.SequenceEqual(expectedSampleNames));
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}
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new TaikoBeatmapConversionTest().GetBeatmap("sample-to-type-conversions");
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