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Add mod reinstantiation testcase
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using System.Threading;
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using NUnit.Framework;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Screens;
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using osu.Framework.Screens;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens;
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using osu.Game.Screens;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play;
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@ -42,6 +47,81 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddUntilStep("wait for no longer current", () => !loader.IsCurrentScreen());
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AddUntilStep("wait for no longer current", () => !loader.IsCurrentScreen());
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}
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}
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[Test]
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public void TestModReinstantiation()
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{
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TestPlayer player = null;
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TestMod gameMod = null;
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TestMod playerMod1 = null;
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TestMod playerMod2 = null;
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AddStep("load player", () =>
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{
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SelectedMods.Value = new[] { gameMod = new TestMod() };
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InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre);
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stack.Push(new PlayerLoader(() => player = new TestPlayer()));
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});
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AddUntilStep("wait for player to become current", () =>
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{
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if (player.IsCurrentScreen())
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{
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playerMod1 = (TestMod)player.SelectedMods.Value.Single();
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return true;
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}
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return false;
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});
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AddAssert("game mods not applied", () => gameMod.Applied == false);
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AddAssert("player mods applied", () => playerMod1.Applied);
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AddStep("restart player", () =>
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{
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player = null;
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player.Restart();
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});
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AddUntilStep("wait for player to become current", () =>
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{
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if (player.IsCurrentScreen())
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{
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playerMod2 = (TestMod)player.SelectedMods.Value.Single();
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return true;
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}
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return false;
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});
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AddAssert("game mods not applied", () => gameMod.Applied == false);
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AddAssert("player has different mods", () => playerMod1 != playerMod2);
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AddAssert("player mods applied", () => playerMod2.Applied);
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}
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private class TestMod : Mod, IApplicableToScoreProcessor
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{
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public override string Name => string.Empty;
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public override string Acronym => string.Empty;
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public override double ScoreMultiplier => 1;
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public bool Applied { get; private set; }
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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{
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Applied = true;
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}
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}
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private class TestPlayer : Player
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{
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public new Bindable<IEnumerable<Mod>> SelectedMods => base.SelectedMods;
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public TestPlayer()
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: base(false, false)
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{
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}
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}
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protected class SlowLoadPlayer : Player
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protected class SlowLoadPlayer : Player
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{
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{
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public bool Ready;
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public bool Ready;
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