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More specific tests.

This commit is contained in:
naoey 2018-03-03 19:54:54 +05:30
parent 307147a8a3
commit a57dc154f9
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2 changed files with 81 additions and 17 deletions

View File

@ -60,6 +60,14 @@ namespace osu.Game.Tests.Visual
public void SetRuleset(RulesetInfo ruleset) => Ruleset.Value = ruleset;
public int? RulesetID => Ruleset.Value.ID;
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
// Necessary while running tests because gc is moody and uncollected object interferes with OnEntering test
Beatmap.ValueChanged -= WorkingBeatmapChanged;
}
}
[BackgroundDependencyLoader]
@ -82,6 +90,7 @@ namespace osu.Game.Tests.Visual
{
if (deleteMaps)
{
// TODO: check why this alone doesn't allow import test to run twice in the same session, probably because the delete op is not saved?
manager.Delete(manager.GetAllUsableBeatmapSets());
game.Beatmap.SetDefault();
}
@ -93,6 +102,8 @@ namespace osu.Game.Tests.Visual
}
Add(songSelect = new TestSongSelect());
songSelect?.SetRuleset(rulesets.AvailableRulesets.First());
});
loadNewSongSelect(true);
@ -107,6 +118,36 @@ namespace osu.Game.Tests.Visual
{
for (int i = 0; i < 100; i += 10)
manager.Import(createTestBeatmapSet(i));
// also import a set which has a single non - osu ruleset beatmap
manager.Import(new BeatmapSetInfo
{
OnlineBeatmapSetID = 1993,
Hash = new MemoryStream(Encoding.UTF8.GetBytes(Guid.NewGuid().ToString())).ComputeMD5Hash(),
Metadata = new BeatmapMetadata
{
OnlineBeatmapSetID = 1993,
// Create random metadata, then we can check if sorting works based on these
Artist = "MONACA " + RNG.Next(0, 9),
Title = "Black Song " + RNG.Next(0, 9),
AuthorString = "Some Guy " + RNG.Next(0, 9),
},
Beatmaps = new List<BeatmapInfo>
{
new BeatmapInfo
{
OnlineBeatmapID = 1994,
Ruleset = rulesets.AvailableRulesets.ElementAt(3),
RulesetID = 3,
Path = "normal.fruits",
Version = "Normal",
BaseDifficulty = new BeatmapDifficulty
{
OverallDifficulty = 3.5f,
}
},
}
});
});
AddWaitStep(3);
@ -121,23 +162,44 @@ namespace osu.Game.Tests.Visual
AddStep(@"Sort by Author", delegate { songSelect.FilterControl.Sort = SortMode.Author; });
AddStep(@"Sort by Difficulty", delegate { songSelect.FilterControl.Sort = SortMode.Difficulty; });
AddWaitStep(5);
// Test that song select sets a playable beatmap while entering
AddStep(@"Remove song select", () =>
{
Remove(songSelect);
songSelect.Dispose();
songSelect = null;
});
AddStep(@"Set non-osu beatmap", () => game.Beatmap.Value = manager.GetWorkingBeatmap(manager.GetAllUsableBeatmapSets().First().Beatmaps.First(b => b.RulesetID != 0)));
AddAssert(@"Non-osu beatmap set", () => game.Beatmap.Value.BeatmapInfo.RulesetID != 0);
loadNewSongSelect();
AddWaitStep(3);
AddAssert(@"osu beatmap set", () => game.Beatmap.Value.BeatmapInfo.RulesetID == 0);
AddStep(@"Set unplayable WorkingBeatmap", () =>
// Test that song select changes WorkingBeatmap to be playable in current ruleset when updated externally
AddStep(@"Try set non-osu beatmap", () =>
{
var testMap = manager.GetAllUsableBeatmapSets().First().Beatmaps.First(b => b.RulesetID != 0);
songSelect.SetRuleset(rulesets.AvailableRulesets.First());
game.Beatmap.Value = manager.GetWorkingBeatmap(testMap);
});
AddAssert(@"WorkingBeatmap changed to playable ruleset", () => songSelect.RulesetID == 0 && game.Beatmap.Value.BeatmapInfo.RulesetID == 0);
AddStep(@"Disallow beatmap conversion", () =>
AddAssert(@"Beatmap changed to osu", () => songSelect.RulesetID == 0 && game.Beatmap.Value.BeatmapInfo.RulesetID == 0);
// Test that song select updates WorkingBeatmap when ruleset conversion is disabled
AddStep(@"Disable beatmap conversion", () => config.Set(OsuSetting.ShowConvertedBeatmaps, false));
AddStep(@"Set osu beatmap taiko rs", () =>
{
config.GetBindable<bool>(OsuSetting.ShowConvertedBeatmaps).Value = false;
game.Beatmap.Value = manager.GetWorkingBeatmap(manager.GetAllUsableBeatmapSets().First().Beatmaps.First());
game.Beatmap.Value = manager.GetWorkingBeatmap(manager.GetAllUsableBeatmapSets().First().Beatmaps.First(b => b.RulesetID == 0));
songSelect.SetRuleset(rulesets.AvailableRulesets.First(r => r.ID == 1));
});
loadNewSongSelect();
AddWaitStep(3);
AddAssert(@"Ruleset matches beatmap", () => songSelect.RulesetID == game.Beatmap.Value.BeatmapInfo.RulesetID);
AddAssert(@"taiko beatmap set", () => songSelect.RulesetID == 1);
// Test that song select changes the active ruleset when externally set beatmapset has no playable beatmaps
AddStep(@"Set fruits only beatmapset", () =>
{
songSelect.SetRuleset(rulesets.AvailableRulesets.First());
game.Beatmap.Value = manager.GetWorkingBeatmap(manager.QueryBeatmapSet(b => b.OnlineBeatmapSetID == 1993).Beatmaps.First());
});
AddAssert(@"Ruleset changed to fruits", () => songSelect.RulesetID == game.Beatmap.Value.BeatmapInfo.RulesetID);
}
private BeatmapSetInfo createTestBeatmapSet(int i)

View File

@ -221,14 +221,7 @@ namespace osu.Game.Screens.Select
Beatmap.DisabledChanged += disabled => Carousel.AllowSelection = !disabled;
Beatmap.TriggerChange();
Beatmap.ValueChanged += b =>
{
if (IsCurrentScreen)
{
Carousel.SelectBeatmap(b?.BeatmapInfo);
ensurePlayableRuleset();
}
};
Beatmap.ValueChanged += WorkingBeatmapChanged;
}
public void Edit(BeatmapInfo beatmap)
@ -271,6 +264,15 @@ namespace osu.Game.Screens.Select
// We need to keep track of the last selected beatmap ignoring debounce to play the correct selection sounds.
private BeatmapInfo beatmapNoDebounce;
protected void WorkingBeatmapChanged(WorkingBeatmap beatmap)
{
if (IsCurrentScreen)
{
Carousel.SelectBeatmap(beatmap?.BeatmapInfo);
ensurePlayableRuleset();
}
}
/// <summary>
/// selection has been changed as the result of interaction with the carousel.
/// </summary>