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Add failing test case covering online ID reset on save
This test scene passes ate58e1151f3
and fails at current master, due to an inadvertent regression caused bye72f103c17
. As it turns out, the online lookup flow that was causing UI thread freezes when saving beatmaps in the editor, was also responsible for resetting the online ID of locally-modified beatmaps if online lookup failed.
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@ -0,0 +1,56 @@
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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.Linq;
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using System.Net;
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using NUnit.Framework;
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using osu.Framework.Extensions;
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using osu.Game.Database;
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using osu.Game.Online.API;
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using osu.Game.Online.API.Requests;
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using osu.Game.Tests.Resources;
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namespace osu.Game.Tests.Visual.Editing
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{
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public partial class TestSceneLocallyModifyingOnlineBeatmaps : EditorSavingTestScene
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{
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private DummyAPIAccess dummyAPI => (DummyAPIAccess)API;
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public override void SetUpSteps()
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{
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CreateInitialBeatmap = () =>
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{
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var importedSet = Game.BeatmapManager.Import(new ImportTask(TestResources.GetTestBeatmapForImport())).GetResultSafely();
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return Game.BeatmapManager.GetWorkingBeatmap(importedSet!.Value.Beatmaps.First());
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};
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base.SetUpSteps();
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}
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[Test]
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public void TestLocallyModifyingOnlineBeatmap()
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{
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AddAssert("editor beatmap has online ID", () => EditorBeatmap.BeatmapInfo.OnlineID, () => Is.GreaterThan(0));
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AddStep("delete first hitobject", () => EditorBeatmap.RemoveAt(0));
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AddStep("mock online lookup failure", () =>
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{
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dummyAPI.HandleRequest = req =>
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{
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if (req is GetBeatmapRequest)
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{
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req.TriggerFailure(new APIException("Beatmap not found", new WebException("NotFound")));
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return true;
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}
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return false;
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};
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});
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SaveEditor();
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ReloadEditorToSameBeatmap();
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AddAssert("editor beatmap online ID reset", () => EditorBeatmap.BeatmapInfo.OnlineID, () => Is.EqualTo(-1));
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}
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}
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}
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@ -3,9 +3,12 @@
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#nullable disable
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using System;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Input;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Setup;
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@ -24,18 +27,27 @@ namespace osu.Game.Tests.Visual
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protected EditorBeatmap EditorBeatmap => (EditorBeatmap)Editor.Dependencies.Get(typeof(EditorBeatmap));
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[CanBeNull]
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protected Func<WorkingBeatmap> CreateInitialBeatmap { get; set; }
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[SetUpSteps]
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddStep("set default beatmap", () => Game.Beatmap.SetDefault());
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if (CreateInitialBeatmap == null)
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AddStep("set default beatmap", () => Game.Beatmap.SetDefault());
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else
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{
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AddStep("set test beatmap", () => Game.Beatmap.Value = CreateInitialBeatmap?.Invoke());
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}
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PushAndConfirm(() => new EditorLoader());
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AddUntilStep("wait for editor load", () => Editor?.IsLoaded == true);
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AddUntilStep("wait for metadata screen load", () => Editor.ChildrenOfType<MetadataSection>().FirstOrDefault()?.IsLoaded == true);
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if (CreateInitialBeatmap == null)
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AddUntilStep("wait for metadata screen load", () => Editor.ChildrenOfType<MetadataSection>().FirstOrDefault()?.IsLoaded == true);
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// We intentionally switch away from the metadata screen, else there is a feedback loop with the textbox handling which causes metadata changes below to get overwritten.
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@ -50,6 +62,14 @@ namespace osu.Game.Tests.Visual
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protected void ReloadEditorToSameBeatmap()
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{
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Guid beatmapSetGuid = Guid.Empty;
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Guid beatmapGuid = Guid.Empty;
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AddStep("Store beatmap GUIDs", () =>
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{
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beatmapSetGuid = EditorBeatmap.BeatmapInfo.BeatmapSet!.ID;
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beatmapGuid = EditorBeatmap.BeatmapInfo.ID;
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});
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AddStep("Exit", () => InputManager.Key(Key.Escape));
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AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
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@ -59,7 +79,8 @@ namespace osu.Game.Tests.Visual
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PushAndConfirm(() => songSelect = new PlaySongSelect());
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AddUntilStep("wait for carousel load", () => songSelect.BeatmapSetsLoaded);
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AddUntilStep("Wait for beatmap selected", () => !Game.Beatmap.IsDefault);
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AddStep("Present same beatmap", () => Game.PresentBeatmap(Game.BeatmapManager.QueryBeatmapSet(set => set.ID == beatmapSetGuid)!.Value, beatmap => beatmap.ID == beatmapGuid));
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AddUntilStep("Wait for beatmap selected", () => Game.Beatmap.Value.BeatmapInfo.ID == beatmapGuid);
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AddStep("Open options", () => InputManager.Key(Key.F3));
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AddStep("Enter editor", () => InputManager.Key(Key.Number5));
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