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Add extensible test scene for beatmap skins fallback instead
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osu.Game.Tests/Visual/Gameplay/TestSceneBeatmapSkinFallbacks.cs
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129
osu.Game.Tests/Visual/Gameplay/TestSceneBeatmapSkinFallbacks.cs
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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;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Graphics;
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using osu.Framework.Lists;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Extensions;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Skinning.Legacy;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play.HUD;
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using osu.Game.Skinning;
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using osu.Game.Storyboards;
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using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneBeatmapSkinFallbacks : OsuPlayerTestScene
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{
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private ISkin currentBeatmapSkin;
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[Resolved]
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private SkinManager skinManager { get; set; }
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[Cached]
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private ScoreProcessor scoreProcessor = new ScoreProcessor();
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[Cached(typeof(HealthProcessor))]
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private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
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protected override bool HasCustomSteps => true;
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[Test]
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public void TestEmptyDefaultBeatmapSkinFallsBack()
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{
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CreateSkinTest(DefaultLegacySkin.Info, () => new TestWorkingBeatmap(CreateBeatmap(new OsuRuleset().RulesetInfo)).Skin);
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AssertComponentsFromExpectedSource(SkinnableTarget.MainHUDComponents, () => skinManager.CurrentSkin.Value);
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}
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protected void CreateSkinTest(SkinInfo gameCurrentSkin, Func<ISkin> beatmapSkin)
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{
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CreateTest(() =>
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{
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AddStep("setup skins", () =>
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{
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skinManager.CurrentSkinInfo.Value = gameCurrentSkin;
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currentBeatmapSkin = beatmapSkin();
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});
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});
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}
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protected void AssertComponentsFromExpectedSource(SkinnableTarget target, Func<ISkin> expectedSource)
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{
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AddAssert($"{target} from {expectedSource.GetType().Name}", () =>
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{
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var expectedComponentsContainer = (SkinnableTargetComponentsContainer)expectedSource().GetDrawableComponent(new SkinnableTargetComponent(target));
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Add(expectedComponentsContainer);
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expectedComponentsContainer?.UpdateSubTree();
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var expectedInfo = expectedComponentsContainer?.CreateSkinnableInfo();
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Remove(expectedComponentsContainer);
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var actualInfo = Player.ChildrenOfType<SkinnableTargetContainer>().First(s => s.Target == target)
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.ChildrenOfType<SkinnableTargetComponentsContainer>().Single().CreateSkinnableInfo();
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return almostEqual(actualInfo, expectedInfo, 2f);
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});
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static bool almostEqual(SkinnableInfo info, SkinnableInfo other, float positionTolerance) =>
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other != null
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&& info.Anchor == other.Anchor
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&& info.Origin == other.Origin
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&& Precision.AlmostEquals(info.Position, other.Position, positionTolerance)
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&& info.Children.SequenceEqual(other.Children, new FuncEqualityComparer<SkinnableInfo>((s1, s2) => almostEqual(s1, s2, positionTolerance)));
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}
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
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=> new CustomSkinWorkingBeatmap(beatmap, storyboard, Clock, Audio, currentBeatmapSkin);
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protected override Ruleset CreatePlayerRuleset() => new TestOsuRuleset();
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private class CustomSkinWorkingBeatmap : ClockBackedTestWorkingBeatmap
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{
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private readonly ISkin beatmapSkin;
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public CustomSkinWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard, IFrameBasedClock referenceClock, AudioManager audio, ISkin beatmapSkin)
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: base(beatmap, storyboard, referenceClock, audio)
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{
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this.beatmapSkin = beatmapSkin;
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}
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protected override ISkin GetSkin() => beatmapSkin;
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}
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private class TestOsuRuleset : OsuRuleset
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{
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public override ISkin CreateLegacySkinProvider(ISkinSource source, IBeatmap beatmap) => new TestOsuLegacySkinTransformer(source);
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private class TestOsuLegacySkinTransformer : OsuLegacySkinTransformer
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{
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public TestOsuLegacySkinTransformer(ISkinSource source)
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: base(source)
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{
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}
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public override Drawable GetDrawableComponent(ISkinComponent component)
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{
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var drawable = base.GetDrawableComponent(component);
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if (drawable != null)
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return drawable;
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// this isn't really supposed to make a difference from returning null,
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// but it appears it does, returning null will skip over falling back to beatmap skin,
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// while calling Source.GetDrawableComponent() doesn't.
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return Source.GetDrawableComponent(component);
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}
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}
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}
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}
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}
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