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More specific tests.
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307147a8a3
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@ -60,6 +60,14 @@ namespace osu.Game.Tests.Visual
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public void SetRuleset(RulesetInfo ruleset) => Ruleset.Value = ruleset;
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public int? RulesetID => Ruleset.Value.ID;
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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// Necessary while running tests because gc is moody and uncollected object interferes with OnEntering test
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Beatmap.ValueChanged -= WorkingBeatmapChanged;
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}
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}
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[BackgroundDependencyLoader]
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@ -82,6 +90,7 @@ namespace osu.Game.Tests.Visual
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{
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if (deleteMaps)
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{
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// 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?
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manager.Delete(manager.GetAllUsableBeatmapSets());
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game.Beatmap.SetDefault();
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}
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@ -93,6 +102,8 @@ namespace osu.Game.Tests.Visual
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}
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Add(songSelect = new TestSongSelect());
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songSelect?.SetRuleset(rulesets.AvailableRulesets.First());
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});
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loadNewSongSelect(true);
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@ -107,6 +118,36 @@ namespace osu.Game.Tests.Visual
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{
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for (int i = 0; i < 100; i += 10)
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manager.Import(createTestBeatmapSet(i));
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// also import a set which has a single non - osu ruleset beatmap
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manager.Import(new BeatmapSetInfo
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{
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OnlineBeatmapSetID = 1993,
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Hash = new MemoryStream(Encoding.UTF8.GetBytes(Guid.NewGuid().ToString())).ComputeMD5Hash(),
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Metadata = new BeatmapMetadata
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{
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OnlineBeatmapSetID = 1993,
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// Create random metadata, then we can check if sorting works based on these
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Artist = "MONACA " + RNG.Next(0, 9),
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Title = "Black Song " + RNG.Next(0, 9),
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AuthorString = "Some Guy " + RNG.Next(0, 9),
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},
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Beatmaps = new List<BeatmapInfo>
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{
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new BeatmapInfo
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{
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OnlineBeatmapID = 1994,
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Ruleset = rulesets.AvailableRulesets.ElementAt(3),
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RulesetID = 3,
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Path = "normal.fruits",
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Version = "Normal",
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BaseDifficulty = new BeatmapDifficulty
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{
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OverallDifficulty = 3.5f,
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}
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},
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}
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});
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});
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AddWaitStep(3);
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@ -121,23 +162,44 @@ namespace osu.Game.Tests.Visual
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AddStep(@"Sort by Author", delegate { songSelect.FilterControl.Sort = SortMode.Author; });
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AddStep(@"Sort by Difficulty", delegate { songSelect.FilterControl.Sort = SortMode.Difficulty; });
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AddWaitStep(5);
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// Test that song select sets a playable beatmap while entering
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AddStep(@"Remove song select", () =>
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{
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Remove(songSelect);
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songSelect.Dispose();
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songSelect = null;
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});
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AddStep(@"Set non-osu beatmap", () => game.Beatmap.Value = manager.GetWorkingBeatmap(manager.GetAllUsableBeatmapSets().First().Beatmaps.First(b => b.RulesetID != 0)));
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AddAssert(@"Non-osu beatmap set", () => game.Beatmap.Value.BeatmapInfo.RulesetID != 0);
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loadNewSongSelect();
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AddWaitStep(3);
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AddAssert(@"osu beatmap set", () => game.Beatmap.Value.BeatmapInfo.RulesetID == 0);
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AddStep(@"Set unplayable WorkingBeatmap", () =>
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// Test that song select changes WorkingBeatmap to be playable in current ruleset when updated externally
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AddStep(@"Try set non-osu beatmap", () =>
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{
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var testMap = manager.GetAllUsableBeatmapSets().First().Beatmaps.First(b => b.RulesetID != 0);
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songSelect.SetRuleset(rulesets.AvailableRulesets.First());
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game.Beatmap.Value = manager.GetWorkingBeatmap(testMap);
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});
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AddAssert(@"WorkingBeatmap changed to playable ruleset", () => songSelect.RulesetID == 0 && game.Beatmap.Value.BeatmapInfo.RulesetID == 0);
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AddStep(@"Disallow beatmap conversion", () =>
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AddAssert(@"Beatmap changed to osu", () => songSelect.RulesetID == 0 && game.Beatmap.Value.BeatmapInfo.RulesetID == 0);
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// Test that song select updates WorkingBeatmap when ruleset conversion is disabled
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AddStep(@"Disable beatmap conversion", () => config.Set(OsuSetting.ShowConvertedBeatmaps, false));
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AddStep(@"Set osu beatmap taiko rs", () =>
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{
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config.GetBindable<bool>(OsuSetting.ShowConvertedBeatmaps).Value = false;
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game.Beatmap.Value = manager.GetWorkingBeatmap(manager.GetAllUsableBeatmapSets().First().Beatmaps.First());
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game.Beatmap.Value = manager.GetWorkingBeatmap(manager.GetAllUsableBeatmapSets().First().Beatmaps.First(b => b.RulesetID == 0));
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songSelect.SetRuleset(rulesets.AvailableRulesets.First(r => r.ID == 1));
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});
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loadNewSongSelect();
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AddWaitStep(3);
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AddAssert(@"Ruleset matches beatmap", () => songSelect.RulesetID == game.Beatmap.Value.BeatmapInfo.RulesetID);
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AddAssert(@"taiko beatmap set", () => songSelect.RulesetID == 1);
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// Test that song select changes the active ruleset when externally set beatmapset has no playable beatmaps
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AddStep(@"Set fruits only beatmapset", () =>
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{
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songSelect.SetRuleset(rulesets.AvailableRulesets.First());
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game.Beatmap.Value = manager.GetWorkingBeatmap(manager.QueryBeatmapSet(b => b.OnlineBeatmapSetID == 1993).Beatmaps.First());
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});
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AddAssert(@"Ruleset changed to fruits", () => songSelect.RulesetID == game.Beatmap.Value.BeatmapInfo.RulesetID);
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}
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private BeatmapSetInfo createTestBeatmapSet(int i)
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@ -221,14 +221,7 @@ namespace osu.Game.Screens.Select
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Beatmap.DisabledChanged += disabled => Carousel.AllowSelection = !disabled;
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Beatmap.TriggerChange();
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Beatmap.ValueChanged += b =>
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{
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if (IsCurrentScreen)
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{
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Carousel.SelectBeatmap(b?.BeatmapInfo);
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ensurePlayableRuleset();
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}
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};
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Beatmap.ValueChanged += WorkingBeatmapChanged;
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}
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public void Edit(BeatmapInfo beatmap)
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@ -271,6 +264,15 @@ namespace osu.Game.Screens.Select
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// We need to keep track of the last selected beatmap ignoring debounce to play the correct selection sounds.
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private BeatmapInfo beatmapNoDebounce;
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protected void WorkingBeatmapChanged(WorkingBeatmap beatmap)
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{
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if (IsCurrentScreen)
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{
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Carousel.SelectBeatmap(beatmap?.BeatmapInfo);
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ensurePlayableRuleset();
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}
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}
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/// <summary>
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/// selection has been changed as the result of interaction with the carousel.
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/// </summary>
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