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Merge pull request #18771 from bdach/editor-playtest-correct-ruleset
Always use beatmap ruleset in editor gameplay test mode
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commit
9568525486
57
osu.Game.Tests/Visual/Editing/TestSceneEditorNavigation.cs
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57
osu.Game.Tests/Visual/Editing/TestSceneEditorNavigation.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.Linq;
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using NUnit.Framework;
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using osu.Framework.Extensions;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Rulesets.Mania;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Components.Timelines.Summary;
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using osu.Game.Screens.Edit.GameplayTest;
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using osu.Game.Screens.Select;
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using osu.Game.Tests.Resources;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Editing
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{
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public class TestSceneEditorNavigation : OsuGameTestScene
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{
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[Test]
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public void TestEditorGameplayTestAlwaysUsesOriginalRuleset()
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{
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BeatmapSetInfo beatmapSet = null!;
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AddStep("import test beatmap", () => Game.BeatmapManager.Import(TestResources.GetTestBeatmapForImport()).WaitSafely());
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AddStep("retrieve beatmap", () => beatmapSet = Game.BeatmapManager.QueryBeatmapSet(set => !set.Protected).AsNonNull().Value.Detach());
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AddStep("present beatmap", () => Game.PresentBeatmap(beatmapSet));
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AddUntilStep("wait for song select",
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() => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet)
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&& Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect
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&& songSelect.IsLoaded);
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AddStep("switch ruleset", () => Game.Ruleset.Value = new ManiaRuleset().RulesetInfo);
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AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0)));
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AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.IsLoaded);
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AddStep("test gameplay", () =>
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{
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var testGameplayButton = this.ChildrenOfType<TestGameplayButton>().Single();
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InputManager.MoveMouseTo(testGameplayButton);
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InputManager.Click(MouseButton.Left);
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});
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AddUntilStep("wait for player", () => Game.ScreenStack.CurrentScreen is EditorPlayer editorPlayer && editorPlayer.IsLoaded);
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AddAssert("current ruleset is osu!", () => Game.Ruleset.Value.Equals(new OsuRuleset().RulesetInfo));
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AddStep("exit to song select", () => Game.PerformFromScreen(_ => { }, typeof(PlaySongSelect).Yield()));
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AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is PlaySongSelect);
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AddAssert("previous ruleset restored", () => Game.Ruleset.Value.Equals(new ManiaRuleset().RulesetInfo));
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}
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}
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}
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@ -65,6 +65,8 @@ namespace osu.Game.Screens.Edit
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base.LoadComplete();
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// will be restored via lease, see `DisallowExternalBeatmapRulesetChanges`.
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if (!(Beatmap.Value is DummyWorkingBeatmap))
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Ruleset.Value = Beatmap.Value.BeatmapInfo.Ruleset;
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Mods.Value = Array.Empty<Mod>();
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}
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@ -786,7 +786,17 @@ namespace osu.Game.Screens.Select
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Ruleset.ValueChanged += r => updateSelectedRuleset(r.NewValue);
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decoupledRuleset.ValueChanged += r => Ruleset.Value = r.NewValue;
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decoupledRuleset.ValueChanged += r =>
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{
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bool wasDisabled = Ruleset.Disabled;
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// a sub-screen may have taken a lease on this decoupled ruleset bindable,
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// which would indirectly propagate to the game-global bindable via the `DisabledChanged` callback below.
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// to make sure changes sync without crashes, lift the disable for a short while to sync, and then restore the old value.
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Ruleset.Disabled = false;
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Ruleset.Value = r.NewValue;
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Ruleset.Disabled = wasDisabled;
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};
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decoupledRuleset.DisabledChanged += r => Ruleset.Disabled = r;
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Beatmap.BindValueChanged(workingBeatmapChanged);
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