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Merge pull request #14977 from peppy/fix-working-beatmap-cache-invalidation

Fix changes not being reflected immediately after exiting the editor
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Dan Balasescu 2021-10-06 13:51:21 +09:00 committed by GitHub
commit 80c8612630
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6 changed files with 111 additions and 4 deletions

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@ -0,0 +1,62 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using NUnit.Framework;
using osu.Framework.Input;
using osu.Framework.Testing;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Edit;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Select;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Editing
{
public class TestSceneEditorSaving : OsuGameTestScene
{
private Editor editor => Game.ChildrenOfType<Editor>().FirstOrDefault();
private EditorBeatmap editorBeatmap => (EditorBeatmap)editor.Dependencies.Get(typeof(EditorBeatmap));
/// <summary>
/// Tests the general expected flow of creating a new beatmap, saving it, then loading it back from song select.
/// </summary>
[Test]
public void TestNewBeatmapSaveThenLoad()
{
AddStep("set default beatmap", () => Game.Beatmap.SetDefault());
PushAndConfirm(() => new EditorLoader());
AddUntilStep("wait for editor load", () => editor != null);
AddStep("Add timing point", () => editorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint()));
AddStep("Enter compose mode", () => InputManager.Key(Key.F1));
AddUntilStep("Wait for compose mode load", () => editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true);
AddStep("Change to placement mode", () => InputManager.Key(Key.Number2));
AddStep("Move to playfield", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre));
AddStep("Place single hitcircle", () => InputManager.Click(MouseButton.Left));
AddStep("Save and exit", () =>
{
InputManager.Keys(PlatformAction.Save);
InputManager.Key(Key.Escape);
});
AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
PushAndConfirm(() => new PlaySongSelect());
AddUntilStep("Wait for beatmap selected", () => !Game.Beatmap.IsDefault);
AddStep("Open options", () => InputManager.Key(Key.F3));
AddStep("Enter editor", () => InputManager.Key(Key.Number5));
AddUntilStep("Wait for editor load", () => editor != null);
AddAssert("Beatmap contains single hitcircle", () => editorBeatmap.HitObjects.Count == 1);
}
}
}

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@ -45,6 +45,7 @@ namespace osu.Game.Beatmaps
workingBeatmapCache = CreateWorkingBeatmapCache(audioManager, resources, new FileStore(contextFactory, storage).Store, defaultBeatmap, host);
workingBeatmapCache.BeatmapManager = beatmapModelManager;
beatmapModelManager.WorkingBeatmapCache = workingBeatmapCache;
if (performOnlineLookups)
{
@ -305,6 +306,9 @@ namespace osu.Game.Beatmaps
public WorkingBeatmap GetWorkingBeatmap(BeatmapInfo importedBeatmap) => workingBeatmapCache.GetWorkingBeatmap(importedBeatmap);
void IWorkingBeatmapCache.Invalidate(BeatmapSetInfo beatmapSetInfo) => workingBeatmapCache.Invalidate(beatmapSetInfo);
void IWorkingBeatmapCache.Invalidate(BeatmapInfo beatmapInfo) => workingBeatmapCache.Invalidate(beatmapInfo);
#endregion
#region Implementation of IModelFileManager<in BeatmapSetInfo,in BeatmapSetFileInfo>

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@ -32,7 +32,7 @@ namespace osu.Game.Beatmaps
/// Handles ef-core storage of beatmaps.
/// </summary>
[ExcludeFromDynamicCompile]
public class BeatmapModelManager : ArchiveModelManager<BeatmapSetInfo, BeatmapSetFileInfo>
public class BeatmapModelManager : ArchiveModelManager<BeatmapSetInfo, BeatmapSetFileInfo>, IBeatmapModelManager
{
/// <summary>
/// Fired when a single difficulty has been hidden.
@ -54,7 +54,7 @@ namespace osu.Game.Beatmaps
/// <summary>
/// The game working beatmap cache, used to invalidate entries on changes.
/// </summary>
public WorkingBeatmapCache WorkingBeatmapCache { private get; set; }
public IWorkingBeatmapCache WorkingBeatmapCache { private get; set; }
private readonly Bindable<WeakReference<BeatmapInfo>> beatmapRestored = new Bindable<WeakReference<BeatmapInfo>>();

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@ -0,0 +1,20 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Game.Database;
namespace osu.Game.Beatmaps
{
public interface IBeatmapModelManager : IModelManager<BeatmapSetInfo>
{
/// <summary>
/// Provide an online lookup queue component to handle populating online beatmap metadata.
/// </summary>
BeatmapOnlineLookupQueue OnlineLookupQueue { set; }
/// <summary>
/// Provide a working beatmap cache, used to invalidate entries on changes.
/// </summary>
IWorkingBeatmapCache WorkingBeatmapCache { set; }
}
}

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@ -11,5 +11,17 @@ namespace osu.Game.Beatmaps
/// <param name="beatmapInfo">The beatmap to lookup.</param>
/// <returns>A <see cref="WorkingBeatmap"/> instance correlating to the provided <see cref="BeatmapInfo"/>.</returns>
WorkingBeatmap GetWorkingBeatmap(BeatmapInfo beatmapInfo);
/// <summary>
/// Invalidate a cache entry if it exists.
/// </summary>
/// <param name="beatmapSetInfo">The beatmap set info to invalidate any cached entries for.</param>
void Invalidate(BeatmapSetInfo beatmapSetInfo);
/// <summary>
/// Invalidate a cache entry if it exists.
/// </summary>
/// <param name="beatmapInfo">The beatmap info to invalidate any cached entries for.</param>
void Invalidate(BeatmapInfo beatmapInfo);
}
}

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@ -83,8 +83,17 @@ namespace osu.Game.Tests.Visual
protected void PushAndConfirm(Func<Screen> newScreen)
{
Screen screen = null;
AddStep("Push new screen", () => Game.ScreenStack.Push(screen = newScreen()));
AddUntilStep("Wait for new screen", () => Game.ScreenStack.CurrentScreen == screen && screen.IsLoaded);
IScreen previousScreen = null;
AddStep("Push new screen", () =>
{
previousScreen = Game.ScreenStack.CurrentScreen;
Game.ScreenStack.Push(screen = newScreen());
});
AddUntilStep("Wait for new screen", () => screen.IsLoaded
&& Game.ScreenStack.CurrentScreen != previousScreen
&& previousScreen.GetChildScreen() == screen);
}
protected void ConfirmAtMainMenu() => AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu menu && menu.IsLoaded);