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Use random generation in carousel stress test
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@ -187,29 +187,32 @@ namespace osu.Game.Tests.Visual.SongSelect
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protected void AddBeatmaps(int count, int? fixedDifficultiesPerSet = null, bool randomMetadata = false) => AddStep($"add {count} beatmaps{(randomMetadata ? " with random data" : "")}", () =>
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{
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for (int i = 0; i < count; i++)
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{
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var beatmapSetInfo = TestResources.CreateTestBeatmapSetInfo(fixedDifficultiesPerSet ?? RNG.Next(1, 4));
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if (randomMetadata)
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{
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char randomCharacter = getRandomCharacter();
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var metadata = new BeatmapMetadata
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{
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// Create random metadata, then we can check if sorting works based on these
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Artist = $"{randomCharacter}ome Artist " + RNG.Next(0, 9),
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Title = $"{randomCharacter}ome Song (set id {beatmapSetInfo.OnlineID:000}) {Guid.NewGuid()}",
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Author = { Username = $"{randomCharacter}ome Guy " + RNG.Next(0, 9) },
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};
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foreach (var beatmap in beatmapSetInfo.Beatmaps)
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beatmap.Metadata = metadata.DeepClone();
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}
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BeatmapSets.Add(beatmapSetInfo);
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}
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BeatmapSets.Add(CreateTestBeatmapSetInfo(fixedDifficultiesPerSet, randomMetadata));
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});
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protected static BeatmapSetInfo CreateTestBeatmapSetInfo(int? fixedDifficultiesPerSet, bool randomMetadata)
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{
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var beatmapSetInfo = TestResources.CreateTestBeatmapSetInfo(fixedDifficultiesPerSet ?? RNG.Next(1, 4));
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if (randomMetadata)
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{
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char randomCharacter = getRandomCharacter();
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var metadata = new BeatmapMetadata
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{
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// Create random metadata, then we can check if sorting works based on these
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Artist = $"{randomCharacter}ome Artist " + RNG.Next(0, 9),
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Title = $"{randomCharacter}ome Song (set id {beatmapSetInfo.OnlineID:000}) {Guid.NewGuid()}",
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Author = { Username = $"{randomCharacter}ome Guy " + RNG.Next(0, 9) },
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};
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foreach (var beatmap in beatmapSetInfo.Beatmaps)
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beatmap.Metadata = metadata.DeepClone();
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}
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return beatmapSetInfo;
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}
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private static long randomCharPointer;
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private static char getRandomCharacter()
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@ -77,7 +77,7 @@ namespace osu.Game.Tests.Visual.SongSelect
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Task.Run(() =>
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{
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for (int j = 0; j < count; j++)
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generated.Add(TestResources.CreateTestBeatmapSetInfo(RNG.Next(1, 4)));
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generated.Add(CreateTestBeatmapSetInfo(3, true));
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}).ConfigureAwait(true);
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});
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