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Increase flexibility of player test cases
This commit is contained in:
parent
9cabd12c45
commit
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@ -13,7 +13,7 @@ using osuTK;
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namespace osu.Game.Rulesets.Catch.Tests
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{
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public class TestCaseAutoJuiceStream : TestCasePlayer
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public class TestCaseAutoJuiceStream : PlayerTestCase
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{
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public TestCaseAutoJuiceStream()
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: base(new CatchRuleset())
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@ -8,11 +8,12 @@ using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Objects.Drawable;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Catch.Tests
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{
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[TestFixture]
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public class TestCaseBananaShower : Game.Tests.Visual.TestCasePlayer
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public class TestCaseBananaShower : PlayerTestCase
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{
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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@ -2,11 +2,12 @@
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Catch.Tests
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{
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[TestFixture]
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public class TestCaseCatchPlayer : Game.Tests.Visual.TestCasePlayer
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public class TestCaseCatchPlayer : PlayerTestCase
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{
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public TestCaseCatchPlayer()
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: base(new CatchRuleset())
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@ -4,11 +4,12 @@
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using NUnit.Framework;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Catch.Tests
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{
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[TestFixture]
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public class TestCaseCatchStacker : Game.Tests.Visual.TestCasePlayer
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public class TestCaseCatchStacker : PlayerTestCase
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{
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public TestCaseCatchStacker()
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: base(new CatchRuleset())
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@ -1,22 +1,28 @@
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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 NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Catch.Tests
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{
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[TestFixture]
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public class TestCaseHyperDash : Game.Tests.Visual.TestCasePlayer
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public class TestCaseHyperDash : PlayerTestCase
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{
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public TestCaseHyperDash()
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: base(new CatchRuleset())
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{
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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AddAssert("First note is hyperdash", () => Beatmap.Value.Beatmap.HitObjects[0] is Fruit f && f.HyperDash);
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}
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protected override IBeatmap CreateBeatmap(Ruleset ruleset)
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{
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var beatmap = new Beatmap
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@ -28,7 +34,7 @@ namespace osu.Game.Rulesets.Catch.Tests
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}
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};
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// Should produce a hperdash
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// Should produce a hyper-dash
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beatmap.HitObjects.Add(new Fruit { StartTime = 816, X = 308 / 512f, NewCombo = true });
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beatmap.HitObjects.Add(new Fruit { StartTime = 1008, X = 56 / 512f, });
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@ -38,11 +44,5 @@ namespace osu.Game.Rulesets.Catch.Tests
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return beatmap;
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}
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protected override void AddCheckSteps(Func<Player> player)
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{
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base.AddCheckSteps(player);
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AddAssert("First note is hyperdash", () => Beatmap.Value.Beatmap.HitObjects[0] is Fruit f && f.HyperDash);
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}
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}
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}
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@ -4,12 +4,13 @@
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using NUnit.Framework;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Tests.Visual;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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[TestFixture]
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public class TestCaseHitCircleLongCombo : Game.Tests.Visual.TestCasePlayer
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public class TestCaseHitCircleLongCombo : PlayerTestCase
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{
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public TestCaseHitCircleLongCombo()
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: base(new OsuRuleset())
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@ -2,11 +2,12 @@
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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[TestFixture]
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public class TestCaseOsuPlayer : Game.Tests.Visual.TestCasePlayer
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public class TestCaseOsuPlayer : PlayerTestCase
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{
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public TestCaseOsuPlayer()
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: base(new OsuRuleset())
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@ -1,12 +0,0 @@
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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 NUnit.Framework;
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namespace osu.Game.Tests.Visual
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{
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[TestFixture]
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public class TestCaseAllPlayers : TestCasePlayer
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{
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}
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}
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@ -1,7 +1,6 @@
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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.ComponentModel;
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using System.Linq;
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using osu.Game.Rulesets;
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@ -11,7 +10,7 @@ using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual
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{
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[Description("Player instantiated with an autoplay mod.")]
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public class TestCaseAutoplay : TestCasePlayer
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public class TestCaseAutoplay : AllPlayersTestCase
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{
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protected override Player CreatePlayer(Ruleset ruleset)
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{
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@ -24,11 +23,10 @@ namespace osu.Game.Tests.Visual
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};
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}
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protected override void AddCheckSteps(Func<Player> player)
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protected override void AddCheckSteps()
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{
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base.AddCheckSteps(player);
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AddUntilStep(() => ((ScoreAccessiblePlayer)player()).ScoreProcessor.TotalScore.Value > 0, "score above zero");
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AddUntilStep(() => ((ScoreAccessiblePlayer)player()).HUDOverlay.KeyCounter.Children.Any(kc => kc.CountPresses > 0), "key counter counted keys");
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AddUntilStep(() => ((ScoreAccessiblePlayer)Player).ScoreProcessor.TotalScore.Value > 0, "score above zero");
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AddUntilStep(() => ((ScoreAccessiblePlayer)Player).HUDOverlay.KeyCounter.Children.Any(kc => kc.CountPresses > 0), "key counter counted keys");
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}
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private class ScoreAccessiblePlayer : Player
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56
osu.Game.Tests/Visual/TestCasePlayerReferenceLeaking.cs
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56
osu.Game.Tests/Visual/TestCasePlayerReferenceLeaking.cs
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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;
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using osu.Framework.Lists;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual
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{
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public class TestCasePlayerReferenceLeaking : AllPlayersTestCase
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{
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private readonly WeakList<WorkingBeatmap> workingWeakReferences = new WeakList<WorkingBeatmap>();
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private readonly WeakList<Player> playerWeakReferences = new WeakList<Player>();
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protected override void AddCheckSteps()
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{
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AddUntilStep(() =>
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{
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GC.Collect();
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GC.WaitForPendingFinalizers();
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int count = 0;
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workingWeakReferences.ForEachAlive(_ => count++);
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return count == 1;
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}, "no leaked beatmaps");
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AddUntilStep(() =>
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{
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GC.Collect();
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GC.WaitForPendingFinalizers();
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int count = 0;
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playerWeakReferences.ForEachAlive(_ => count++);
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return count == 1;
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}, "no leaked players");
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}
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, IFrameBasedClock clock)
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{
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var working = base.CreateWorkingBeatmap(beatmap, clock);
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workingWeakReferences.Add(working);
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return working;
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}
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protected override Player CreatePlayer(Ruleset ruleset)
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{
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var player = base.CreatePlayer(ruleset);
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playerWeakReferences.Add(player);
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return player;
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}
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}
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}
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@ -1,7 +1,6 @@
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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.ComponentModel;
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using System.Linq;
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using osu.Game.Rulesets;
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@ -12,7 +11,7 @@ using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual
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{
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[Description("Player instantiated with a replay.")]
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public class TestCaseReplay : TestCasePlayer
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public class TestCaseReplay : AllPlayersTestCase
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{
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protected override Player CreatePlayer(Ruleset ruleset)
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{
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@ -21,11 +20,10 @@ namespace osu.Game.Tests.Visual
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return new ScoreAccessibleReplayPlayer(ruleset.GetAutoplayMod().CreateReplayScore(beatmap));
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}
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protected override void AddCheckSteps(Func<Player> player)
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protected override void AddCheckSteps()
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{
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base.AddCheckSteps(player);
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AddUntilStep(() => ((ScoreAccessibleReplayPlayer)player()).ScoreProcessor.TotalScore.Value > 0, "score above zero");
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AddUntilStep(() => ((ScoreAccessibleReplayPlayer)player()).HUDOverlay.KeyCounter.Children.Any(kc => kc.CountPresses > 0), "key counter counted keys");
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AddUntilStep(() => ((ScoreAccessibleReplayPlayer)Player).ScoreProcessor.TotalScore.Value > 0, "score above zero");
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AddUntilStep(() => ((ScoreAccessibleReplayPlayer)Player).HUDOverlay.KeyCounter.Children.Any(kc => kc.CountPresses > 0), "key counter counted keys");
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}
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private class ScoreAccessibleReplayPlayer : ReplayPlayer
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94
osu.Game/Tests/Visual/AllPlayersTestCase.cs
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94
osu.Game/Tests/Visual/AllPlayersTestCase.cs
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@ -0,0 +1,94 @@
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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 osu.Framework.Allocation;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Screens;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Visual
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{
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/// <summary>
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/// A base class which runs <see cref="Player"/> test for all available rulesets.
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/// Steps to be run for each ruleset should be added via <see cref="AddCheckSteps"/>.
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/// </summary>
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public abstract class AllPlayersTestCase : RateAdjustedBeatmapTestCase
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{
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protected Player Player;
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[BackgroundDependencyLoader]
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private void load(RulesetStore rulesets)
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{
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Add(new Box
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{
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RelativeSizeAxes = Framework.Graphics.Axes.Both,
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Colour = Color4.Black,
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Depth = int.MaxValue
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});
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foreach (var r in rulesets.AvailableRulesets)
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{
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Player p = null;
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AddStep(r.Name, () => p = loadPlayerFor(r));
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AddUntilStep(() =>
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{
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if (p?.IsLoaded == true)
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{
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p = null;
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return true;
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}
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return false;
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}, "player loaded");
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AddCheckSteps();
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}
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}
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protected abstract void AddCheckSteps();
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protected virtual IBeatmap CreateBeatmap(Ruleset ruleset) => new TestBeatmap(ruleset.RulesetInfo);
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protected virtual WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, IFrameBasedClock clock) =>
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new TestWorkingBeatmap(beatmap, Clock);
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private Player loadPlayerFor(RulesetInfo ri)
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{
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Ruleset.Value = ri;
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var r = ri.CreateInstance();
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var beatmap = CreateBeatmap(r);
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var working = CreateWorkingBeatmap(beatmap, Clock);
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Beatmap.Value = working;
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Beatmap.Value.Mods.Value = new[] { r.GetAllMods().First(m => m is ModNoFail) };
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Player?.Exit();
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Player = null;
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var player = CreatePlayer(r);
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LoadComponentAsync(player, p =>
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{
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Player = p;
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LoadScreen(p);
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});
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return player;
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}
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protected virtual Player CreatePlayer(Ruleset ruleset) => new Player
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{
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AllowPause = false,
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AllowLeadIn = false,
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AllowResults = false,
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};
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}
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}
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60
osu.Game/Tests/Visual/PlayerTestCase.cs
Normal file
60
osu.Game/Tests/Visual/PlayerTestCase.cs
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@ -0,0 +1,60 @@
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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 osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Visual
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{
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public abstract class PlayerTestCase : RateAdjustedBeatmapTestCase
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{
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private readonly Ruleset ruleset;
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protected Player Player;
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protected PlayerTestCase(Ruleset ruleset)
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{
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this.ruleset = ruleset;
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Add(new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black,
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Depth = int.MaxValue
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});
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AddStep(ruleset.RulesetInfo.Name, loadPlayer);
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AddUntilStep(() => Player.IsLoaded, "player loaded");
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}
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protected virtual IBeatmap CreateBeatmap(Ruleset ruleset) => new TestBeatmap(ruleset.RulesetInfo);
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private void loadPlayer()
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{
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var beatmap = CreateBeatmap(ruleset);
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Beatmap.Value = new TestWorkingBeatmap(beatmap, Clock);
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Beatmap.Value.Mods.Value = new[] { ruleset.GetAllMods().First(m => m is ModNoFail) };
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LoadComponentAsync(Player = CreatePlayer(ruleset), p =>
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{
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Player = p;
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LoadScreen(p);
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});
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}
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protected virtual Player CreatePlayer(Ruleset ruleset) => new Player
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{
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AllowPause = false,
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AllowLeadIn = false,
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AllowResults = false,
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};
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}
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}
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@ -1,131 +0,0 @@
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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 osu.Framework.Allocation;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Lists;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Visual
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{
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public abstract class TestCasePlayer : RateAdjustedBeatmapTestCase
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{
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private readonly Ruleset ruleset;
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protected Player Player;
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protected TestCasePlayer(Ruleset ruleset)
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{
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this.ruleset = ruleset;
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}
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protected TestCasePlayer()
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{
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}
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[BackgroundDependencyLoader]
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private void load(RulesetStore rulesets)
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{
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Add(new Box
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{
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RelativeSizeAxes = Framework.Graphics.Axes.Both,
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Colour = Color4.Black,
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Depth = int.MaxValue
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});
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if (ruleset != null)
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{
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Player p = null;
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AddStep(ruleset.RulesetInfo.Name, () => p = loadPlayerFor(ruleset));
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AddCheckSteps(() => p);
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}
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else
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{
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foreach (var r in rulesets.AvailableRulesets)
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{
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Player p = null;
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AddStep(r.Name, () => p = loadPlayerFor(r));
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AddCheckSteps(() => p);
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AddUntilStep(() =>
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{
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p = null;
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GC.Collect();
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GC.WaitForPendingFinalizers();
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int count = 0;
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workingWeakReferences.ForEachAlive(_ => count++);
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return count == 1;
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}, "no leaked beatmaps");
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AddUntilStep(() =>
|
||||
{
|
||||
GC.Collect();
|
||||
GC.WaitForPendingFinalizers();
|
||||
int count = 0;
|
||||
|
||||
playerWeakReferences.ForEachAlive(_ => count++);
|
||||
return count == 1;
|
||||
}, "no leaked players");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void AddCheckSteps(Func<Player> player)
|
||||
{
|
||||
AddUntilStep(() => player().IsLoaded, "player loaded");
|
||||
}
|
||||
|
||||
protected virtual IBeatmap CreateBeatmap(Ruleset ruleset) => new TestBeatmap(ruleset.RulesetInfo);
|
||||
|
||||
private readonly WeakList<WorkingBeatmap> workingWeakReferences = new WeakList<WorkingBeatmap>();
|
||||
private readonly WeakList<Player> playerWeakReferences = new WeakList<Player>();
|
||||
|
||||
private Player loadPlayerFor(RulesetInfo ri)
|
||||
{
|
||||
Ruleset.Value = ri;
|
||||
return loadPlayerFor(ri.CreateInstance());
|
||||
}
|
||||
|
||||
private Player loadPlayerFor(Ruleset r)
|
||||
{
|
||||
var beatmap = CreateBeatmap(r);
|
||||
var working = new TestWorkingBeatmap(beatmap, Clock);
|
||||
|
||||
workingWeakReferences.Add(working);
|
||||
|
||||
Beatmap.Value = working;
|
||||
Beatmap.Value.Mods.Value = new[] { r.GetAllMods().First(m => m is ModNoFail) };
|
||||
|
||||
Player?.Exit();
|
||||
|
||||
var player = CreatePlayer(r);
|
||||
|
||||
playerWeakReferences.Add(player);
|
||||
|
||||
LoadComponentAsync(player, p =>
|
||||
{
|
||||
Player = p;
|
||||
LoadScreen(p);
|
||||
});
|
||||
|
||||
return player;
|
||||
}
|
||||
|
||||
protected virtual Player CreatePlayer(Ruleset ruleset) => new Player
|
||||
{
|
||||
AllowPause = false,
|
||||
AllowLeadIn = false,
|
||||
AllowResults = false,
|
||||
};
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user