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https://github.com/ppy/osu.git
synced 2025-01-12 11:42:54 +08:00
Fix remaining cases of incorrect GameplayState
construction in tests
Manual attempts to initialise replaced by a new `TestGameplayState` helper for ease of use.
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@ -17,11 +17,11 @@ using osu.Framework.Testing.Input;
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using osu.Framework.Utils;
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using osu.Game.Audio;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Skinning;
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using osu.Game.Rulesets.Osu.UI.Cursor;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using osu.Game.Tests.Gameplay;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Tests
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@ -42,7 +42,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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public TestSceneGameplayCursor()
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{
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var ruleset = new OsuRuleset();
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gameplayState = new GameplayState(CreateBeatmap(ruleset.RulesetInfo), ruleset, Array.Empty<Mod>());
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gameplayState = TestGameplayState.Create(ruleset);
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AddStep("change background colour", () =>
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{
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@ -15,7 +15,7 @@ using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using osu.Game.Tests.Beatmaps;
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using osu.Game.Tests.Gameplay;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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@ -33,7 +33,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
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[Cached]
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private GameplayState gameplayState = new GameplayState(new TestBeatmap(new OsuRuleset().RulesetInfo), new OsuRuleset());
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private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
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[Cached]
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private readonly GameplayClock gameplayClock = new GameplayClock(new FramedClock());
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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.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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@ -14,16 +13,15 @@ using osu.Framework.Input.Events;
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using osu.Framework.Input.StateChanges;
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using osu.Framework.Testing;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Replays;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Gameplay;
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using osu.Game.Tests.Mods;
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using osuTK;
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using osuTK.Graphics;
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@ -41,7 +39,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private TestReplayRecorder recorder;
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[Cached]
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private GameplayState gameplayState = new GameplayState(new Beatmap(), new OsuRuleset(), Array.Empty<Mod>());
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private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
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[SetUpSteps]
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public void SetUpSteps()
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@ -11,7 +11,7 @@ using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning.Editor;
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using osu.Game.Tests.Beatmaps;
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using osu.Game.Tests.Gameplay;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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@ -25,7 +25,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
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[Cached]
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private GameplayState gameplayState = new GameplayState(new TestBeatmap(new OsuRuleset().RulesetInfo), new OsuRuleset());
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private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
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[Cached]
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private readonly GameplayClock gameplayClock = new GameplayClock(new FramedClock());
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@ -16,7 +16,7 @@ using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps;
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using osu.Game.Tests.Gameplay;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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@ -32,7 +32,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
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[Cached]
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private GameplayState gameplayState = new GameplayState(new TestBeatmap(new OsuRuleset().RulesetInfo), new OsuRuleset());
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private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
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[Cached]
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private readonly GameplayClock gameplayClock = new GameplayClock(new FramedClock());
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@ -18,8 +18,8 @@ using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
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using osu.Game.Screens;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps;
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using osu.Game.Tests.Beatmaps.IO;
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using osu.Game.Tests.Gameplay;
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using osu.Game.Tests.Visual.Multiplayer;
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using osu.Game.Tests.Visual.Spectator;
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using osuTK;
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@ -259,12 +259,15 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestFinalFramesPurgedBeforeEndingPlay()
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{
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AddStep("begin playing", () => spectatorClient.BeginPlaying(new GameplayState(new TestBeatmap(new OsuRuleset().RulesetInfo), new OsuRuleset()), new Score()));
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AddStep("begin playing", () => spectatorClient.BeginPlaying(TestGameplayState.Create(new OsuRuleset()), new Score()));
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AddStep("send frames and finish play", () =>
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{
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spectatorClient.HandleFrame(new OsuReplayFrame(1000, Vector2.Zero));
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spectatorClient.EndPlaying(new GameplayState(new TestBeatmap(new OsuRuleset().RulesetInfo), new OsuRuleset()) { HasPassed = true });
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var completedGameplayState = TestGameplayState.Create(new OsuRuleset());
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completedGameplayState.HasPassed = true;
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spectatorClient.EndPlaying(completedGameplayState);
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});
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// We can't access API because we're an "online" test.
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@ -20,13 +20,13 @@ using osu.Game.Online.Spectator;
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using osu.Game.Replays;
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using osu.Game.Replays.Legacy;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Replays.Types;
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using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Gameplay;
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using osu.Game.Tests.Mods;
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using osu.Game.Tests.Visual.Spectator;
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using osuTK;
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@ -65,7 +65,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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CachedDependencies = new[]
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{
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(typeof(SpectatorClient), (object)(spectatorClient = new TestSpectatorClient())),
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(typeof(GameplayState), new GameplayState(new Beatmap(), new OsuRuleset(), Array.Empty<Mod>()))
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(typeof(GameplayState), TestGameplayState.Create(new OsuRuleset()))
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},
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Children = new Drawable[]
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{
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32
osu.Game/Tests/Gameplay/TestGameplayState.cs
Normal file
32
osu.Game/Tests/Gameplay/TestGameplayState.cs
Normal file
@ -0,0 +1,32 @@
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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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#nullable enable
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using System.Collections.Generic;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Tests.Gameplay
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{
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/// <summary>
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/// Static class providing a <see cref="Create"/> convenience method to retrieve a correctly-initialised <see cref="GameplayState"/> instance in testing scenarios.
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/// </summary>
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public static class TestGameplayState
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{
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/// <summary>
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/// Creates a correctly-initialised <see cref="GameplayState"/> instance for use in testing.
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/// </summary>
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public static GameplayState Create(Ruleset ruleset, IReadOnlyList<Mod>? mods = null, Score? score = null)
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{
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var beatmap = new TestBeatmap(ruleset.RulesetInfo);
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var workingBeatmap = new TestWorkingBeatmap(beatmap);
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var playableBeatmap = workingBeatmap.GetPlayableBeatmap(ruleset.RulesetInfo, mods);
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return new GameplayState(playableBeatmap, ruleset, mods, score);
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}
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}
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}
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