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Merge branch 'master' into playlist-overlay-optimisations

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Dan Balasescu 2022-01-26 19:01:33 +09:00 committed by GitHub
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14 changed files with 278 additions and 218 deletions

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@ -1,91 +0,0 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using NUnit.Framework;
using osu.Framework.Input;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Taiko.Beatmaps;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Setup;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Select;
using osu.Game.Tests.Visual;
using osuTK.Input;
namespace osu.Game.Rulesets.Taiko.Tests.Editor
{
public class TestSceneEditorSaving : OsuGameTestScene
{
private Screens.Edit.Editor editor => Game.ChildrenOfType<Screens.Edit.Editor>().FirstOrDefault();
private EditorBeatmap editorBeatmap => (EditorBeatmap)editor.Dependencies.Get(typeof(EditorBeatmap));
/// <summary>
/// Tests the general expected flow of creating a new beatmap, saving it, then loading it back from song select.
/// Emphasis is placed on <see cref="BeatmapDifficulty.SliderMultiplier"/>, since taiko has special handling for it to keep compatibility with stable.
/// </summary>
[Test]
public void TestNewBeatmapSaveThenLoad()
{
AddStep("set default beatmap", () => Game.Beatmap.SetDefault());
AddStep("set taiko ruleset", () => Ruleset.Value = new TaikoRuleset().RulesetInfo);
PushAndConfirm(() => new EditorLoader());
AddUntilStep("wait for editor load", () => editor?.IsLoaded == true);
AddUntilStep("wait for metadata screen load", () => editor.ChildrenOfType<MetadataSection>().FirstOrDefault()?.IsLoaded == true);
// We intentionally switch away from the metadata screen, else there is a feedback loop with the textbox handling which causes metadata changes below to get overwritten.
AddStep("Enter compose mode", () => InputManager.Key(Key.F1));
AddUntilStep("Wait for compose mode load", () => editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true);
AddStep("Set slider multiplier", () => editorBeatmap.Difficulty.SliderMultiplier = 2);
AddStep("Set artist and title", () =>
{
editorBeatmap.BeatmapInfo.Metadata.Artist = "artist";
editorBeatmap.BeatmapInfo.Metadata.Title = "title";
});
AddStep("Set difficulty name", () => editorBeatmap.BeatmapInfo.DifficultyName = "difficulty");
checkMutations();
AddStep("Save", () => InputManager.Keys(PlatformAction.Save));
checkMutations();
AddStep("Exit", () => InputManager.Key(Key.Escape));
AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
PushAndConfirm(() => new PlaySongSelect());
AddUntilStep("Wait for beatmap selected", () => !Game.Beatmap.IsDefault);
AddStep("Open options", () => InputManager.Key(Key.F3));
AddStep("Enter editor", () => InputManager.Key(Key.Number5));
AddUntilStep("Wait for editor load", () => editor != null);
checkMutations();
}
private void checkMutations()
{
AddAssert("Beatmap has correct slider multiplier", () =>
{
// we can only assert value correctness on TaikoMultiplierAppliedDifficulty, because that is the final difficulty converted taiko beatmaps use.
// therefore, ensure that we have that difficulty type by calling .CopyFrom(), which is a no-op if the type is already correct.
var taikoDifficulty = new TaikoBeatmapConverter.TaikoMultiplierAppliedDifficulty();
taikoDifficulty.CopyFrom(editorBeatmap.Difficulty);
return Precision.AlmostEquals(taikoDifficulty.SliderMultiplier, 2);
});
AddAssert("Beatmap has correct metadata", () => editorBeatmap.BeatmapInfo.Metadata.Artist == "artist" && editorBeatmap.BeatmapInfo.Metadata.Title == "title");
AddAssert("Beatmap has correct difficulty name", () => editorBeatmap.BeatmapInfo.DifficultyName == "difficulty");
}
}
}

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@ -0,0 +1,38 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using NUnit.Framework;
using osu.Framework.Utils;
using osu.Game.Rulesets.Taiko.Beatmaps;
using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Taiko.Tests.Editor
{
public class TestSceneTaikoEditorSaving : EditorSavingTestScene
{
protected override Ruleset CreateRuleset() => new TaikoRuleset();
[Test]
public void TestTaikoSliderMultiplier()
{
AddStep("Set slider multiplier", () => EditorBeatmap.Difficulty.SliderMultiplier = 2);
SaveEditor();
AddAssert("Beatmap has correct slider multiplier", assertTaikoSliderMulitplier);
ReloadEditorToSameBeatmap();
AddAssert("Beatmap still has correct slider multiplier", assertTaikoSliderMulitplier);
bool assertTaikoSliderMulitplier()
{
// we can only assert value correctness on TaikoMultiplierAppliedDifficulty, because that is the final difficulty converted taiko beatmaps use.
// therefore, ensure that we have that difficulty type by calling .CopyFrom(), which is a no-op if the type is already correct.
var taikoDifficulty = new TaikoBeatmapConverter.TaikoMultiplierAppliedDifficulty();
taikoDifficulty.CopyFrom(EditorBeatmap.Difficulty);
return Precision.AlmostEquals(taikoDifficulty.SliderMultiplier, 2);
}
}
}
}

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@ -26,12 +26,16 @@ namespace osu.Game.Tests.NonVisual
score.Statistics[HitResult.Good]++;
score.Rank = ScoreRank.X;
score.RealmUser.Username = "test";
Assert.That(scoreCopy.Statistics[HitResult.Good], Is.EqualTo(10));
Assert.That(score.Statistics[HitResult.Good], Is.EqualTo(11));
Assert.That(scoreCopy.Rank, Is.EqualTo(ScoreRank.B));
Assert.That(score.Rank, Is.EqualTo(ScoreRank.X));
Assert.That(scoreCopy.RealmUser.Username, Is.Empty);
Assert.That(score.RealmUser.Username, Is.EqualTo("test"));
}
[Test]

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@ -4,97 +4,117 @@
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Input;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Edit;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Setup;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Select;
using osu.Game.Screens.Edit.Compose.Components.Timeline;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Editing
{
public class TestSceneEditorSaving : OsuGameTestScene
public class TestSceneEditorSaving : EditorSavingTestScene
{
private Editor editor => Game.ChildrenOfType<Editor>().FirstOrDefault();
private EditorBeatmap editorBeatmap => (EditorBeatmap)editor.Dependencies.Get(typeof(EditorBeatmap));
/// <summary>
/// Tests the general expected flow of creating a new beatmap, saving it, then loading it back from song select.
/// </summary>
[Test]
public void TestNewBeatmapSaveThenLoad()
public void TestMetadata()
{
AddStep("set default beatmap", () => Game.Beatmap.SetDefault());
PushAndConfirm(() => new EditorLoader());
AddUntilStep("wait for editor load", () => editor?.IsLoaded == true);
AddUntilStep("wait for metadata screen load", () => editor.ChildrenOfType<MetadataSection>().FirstOrDefault()?.IsLoaded == true);
// We intentionally switch away from the metadata screen, else there is a feedback loop with the textbox handling which causes metadata changes below to get overwritten.
AddStep("Enter compose mode", () => InputManager.Key(Key.F1));
AddUntilStep("Wait for compose mode load", () => editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true);
AddStep("Set beat divisor", () => editor.Dependencies.Get<BindableBeatDivisor>().Value = 16);
AddStep("Set overall difficulty", () => editorBeatmap.Difficulty.OverallDifficulty = 7);
AddStep("Set artist and title", () =>
{
editorBeatmap.BeatmapInfo.Metadata.Artist = "artist";
editorBeatmap.BeatmapInfo.Metadata.Title = "title";
EditorBeatmap.BeatmapInfo.Metadata.Artist = "artist";
EditorBeatmap.BeatmapInfo.Metadata.Title = "title";
});
AddStep("Set author", () => editorBeatmap.BeatmapInfo.Metadata.Author.Username = "author");
AddStep("Set difficulty name", () => editorBeatmap.BeatmapInfo.DifficultyName = "difficulty");
AddStep("Set author", () => EditorBeatmap.BeatmapInfo.Metadata.Author.Username = "author");
AddStep("Set difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = "difficulty");
AddStep("Add timing point", () => editorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint()));
SaveEditor();
AddAssert("Beatmap has correct metadata", () => EditorBeatmap.BeatmapInfo.Metadata.Artist == "artist" && EditorBeatmap.BeatmapInfo.Metadata.Title == "title");
AddAssert("Beatmap has correct author", () => EditorBeatmap.BeatmapInfo.Metadata.Author.Username == "author");
AddAssert("Beatmap has correct difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName == "difficulty");
AddAssert("Beatmap has correct .osu file path", () => EditorBeatmap.BeatmapInfo.Path == "artist - title (author) [difficulty].osu");
ReloadEditorToSameBeatmap();
AddAssert("Beatmap still has correct metadata", () => EditorBeatmap.BeatmapInfo.Metadata.Artist == "artist" && EditorBeatmap.BeatmapInfo.Metadata.Title == "title");
AddAssert("Beatmap still has correct author", () => EditorBeatmap.BeatmapInfo.Metadata.Author.Username == "author");
AddAssert("Beatmap still has correct difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName == "difficulty");
AddAssert("Beatmap still has correct .osu file path", () => EditorBeatmap.BeatmapInfo.Path == "artist - title (author) [difficulty].osu");
}
[Test]
public void TestConfiguration()
{
double originalTimelineZoom = 0;
double changedTimelineZoom = 0;
AddStep("Set beat divisor", () => Editor.Dependencies.Get<BindableBeatDivisor>().Value = 16);
AddStep("Set timeline zoom", () =>
{
originalTimelineZoom = EditorBeatmap.BeatmapInfo.TimelineZoom;
var timeline = Editor.ChildrenOfType<Timeline>().Single();
InputManager.MoveMouseTo(timeline);
InputManager.PressKey(Key.AltLeft);
InputManager.ScrollVerticalBy(15f);
InputManager.ReleaseKey(Key.AltLeft);
});
AddAssert("Ensure timeline zoom changed", () =>
{
changedTimelineZoom = EditorBeatmap.BeatmapInfo.TimelineZoom;
return !Precision.AlmostEquals(changedTimelineZoom, originalTimelineZoom);
});
SaveEditor();
AddAssert("Beatmap has correct beat divisor", () => EditorBeatmap.BeatmapInfo.BeatDivisor == 16);
AddAssert("Beatmap has correct timeline zoom", () => EditorBeatmap.BeatmapInfo.TimelineZoom == changedTimelineZoom);
ReloadEditorToSameBeatmap();
AddAssert("Beatmap still has correct beat divisor", () => EditorBeatmap.BeatmapInfo.BeatDivisor == 16);
AddAssert("Beatmap still has correct timeline zoom", () => EditorBeatmap.BeatmapInfo.TimelineZoom == changedTimelineZoom);
}
[Test]
public void TestDifficulty()
{
AddStep("Set overall difficulty", () => EditorBeatmap.Difficulty.OverallDifficulty = 7);
SaveEditor();
AddAssert("Beatmap has correct overall difficulty", () => EditorBeatmap.Difficulty.OverallDifficulty == 7);
ReloadEditorToSameBeatmap();
AddAssert("Beatmap still has correct overall difficulty", () => EditorBeatmap.Difficulty.OverallDifficulty == 7);
}
[Test]
public void TestHitObjectPlacement()
{
AddStep("Add timing point", () => EditorBeatmap.ControlPointInfo.Add(500, new TimingControlPoint()));
AddStep("Change to placement mode", () => InputManager.Key(Key.Number2));
AddStep("Move to playfield", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre));
AddStep("Place single hitcircle", () => InputManager.Click(MouseButton.Left));
checkMutations();
SaveEditor();
AddAssert("Beatmap has correct timing point", () => EditorBeatmap.ControlPointInfo.TimingPoints.Single().Time == 500);
// After placement these must be non-default as defaults are read-only.
AddAssert("Placed object has non-default control points", () =>
editorBeatmap.HitObjects[0].SampleControlPoint != SampleControlPoint.DEFAULT &&
editorBeatmap.HitObjects[0].DifficultyControlPoint != DifficultyControlPoint.DEFAULT);
EditorBeatmap.HitObjects[0].SampleControlPoint != SampleControlPoint.DEFAULT &&
EditorBeatmap.HitObjects[0].DifficultyControlPoint != DifficultyControlPoint.DEFAULT);
AddStep("Save", () => InputManager.Keys(PlatformAction.Save));
ReloadEditorToSameBeatmap();
checkMutations();
AddAssert("Beatmap has correct .osu file path", () => editorBeatmap.BeatmapInfo.Path == "artist - title (author) [difficulty].osu");
AddAssert("Beatmap still has correct timing point", () => EditorBeatmap.ControlPointInfo.TimingPoints.Single().Time == 500);
AddStep("Exit", () => InputManager.Key(Key.Escape));
AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
Screens.Select.SongSelect songSelect = null;
PushAndConfirm(() => songSelect = new PlaySongSelect());
AddUntilStep("wait for carousel load", () => songSelect.BeatmapSetsLoaded);
AddUntilStep("Wait for beatmap selected", () => !Game.Beatmap.IsDefault);
AddStep("Open options", () => InputManager.Key(Key.F3));
AddStep("Enter editor", () => InputManager.Key(Key.Number5));
AddUntilStep("Wait for editor load", () => editor != null);
checkMutations();
}
private void checkMutations()
{
AddAssert("Beatmap contains single hitcircle", () => editorBeatmap.HitObjects.Count == 1);
AddAssert("Beatmap has correct beat divisor", () => editorBeatmap.BeatmapInfo.BeatDivisor == 16);
AddAssert("Beatmap has correct overall difficulty", () => editorBeatmap.Difficulty.OverallDifficulty == 7);
AddAssert("Beatmap has correct metadata", () => editorBeatmap.BeatmapInfo.Metadata.Artist == "artist" && editorBeatmap.BeatmapInfo.Metadata.Title == "title");
AddAssert("Beatmap has correct author", () => editorBeatmap.BeatmapInfo.Metadata.Author.Username == "author");
AddAssert("Beatmap has correct difficulty name", () => editorBeatmap.BeatmapInfo.DifficultyName == "difficulty");
// After placement these must be non-default as defaults are read-only.
AddAssert("Placed object still has non-default control points", () =>
EditorBeatmap.HitObjects[0].SampleControlPoint != SampleControlPoint.DEFAULT &&
EditorBeatmap.HitObjects[0].DifficultyControlPoint != DifficultyControlPoint.DEFAULT);
}
}
}

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@ -50,10 +50,20 @@ namespace osu.Game.Tests.Visual.Navigation
AddStep("close settings", () => Game.Settings.Hide());
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
PushAndConfirm(() => new PlaySongSelect());
AddUntilStep("wait for selection", () => !Game.Beatmap.IsDefault);
AddStep("enter gameplay", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for player", () =>
{
// dismiss any notifications that may appear (ie. muted notification).
clickMouseInCentre();
return player != null;
});
AddUntilStep("wait for gameplay", () => player?.IsBreakTime.Value == false);
AddStep("press 'z'", () => InputManager.Key(Key.Z));
@ -63,6 +73,12 @@ namespace osu.Game.Tests.Visual.Navigation
AddAssert("key counter did increase", () => keyCounter.CountPresses == 1);
}
private void clickMouseInCentre()
{
InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre);
InputManager.Click(MouseButton.Left);
}
private KeyBindingsSubsection osuBindingSubsection => keyBindingPanel
.ChildrenOfType<VariantBindingsSubsection>()
.FirstOrDefault(s => s.Ruleset.ShortName == "osu");

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@ -64,13 +64,13 @@ namespace osu.Game.Tests.Visual.SongSelect
{
base.SetUpSteps();
AddStep("delete all beatmaps", () =>
AddStep("reset defaults", () =>
{
Ruleset.Value = new OsuRuleset().RulesetInfo;
manager?.Delete(manager.GetAllUsableBeatmapSets());
Beatmap.SetDefault();
});
AddStep("delete all beatmaps", () => manager?.Delete());
}
[Test]

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@ -111,7 +111,7 @@ namespace osu.Game.Beatmaps
public int GridSize { get; set; }
public double TimelineZoom { get; set; }
public double TimelineZoom { get; set; } = 1.0;
[Ignored]
public CountdownType Countdown { get; set; } = CountdownType.Normal;

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@ -286,6 +286,7 @@ namespace osu.Game.Database
var transaction = r.BeginWrite();
int written = 0;
int missing = 0;
try
{
@ -300,6 +301,13 @@ namespace osu.Game.Database
var beatmap = r.All<BeatmapInfo>().First(b => b.Hash == score.BeatmapInfo.Hash);
var ruleset = r.Find<RulesetInfo>(score.Ruleset.ShortName);
if (ruleset == null)
{
log($"Skipping {++missing} scores with missing ruleset");
continue;
}
var user = new RealmUser
{
OnlineID = score.User.OnlineID,

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@ -216,12 +216,6 @@ namespace osu.Game.Database
return new RealmLiveUnmanaged<T>(realmObject);
}
public static List<Live<T>> ToLive<T>(this IEnumerable<T> realmList, RealmAccess realm)
where T : RealmObject, IHasGuidPrimaryKey
{
return realmList.Select(l => new RealmLive<T>(l, realm)).Cast<Live<T>>().ToList();
}
public static Live<T> ToLive<T>(this T realmObject, RealmAccess realm)
where T : RealmObject, IHasGuidPrimaryKey
{

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@ -11,7 +11,7 @@ namespace osu.Game.Models
{
public int OnlineID { get; set; } = 1;
public string Username { get; set; }
public string Username { get; set; } = string.Empty;
public bool IsBot => false;

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@ -18,6 +18,7 @@ using osu.Game.Graphics.UserInterface;
using osu.Game.Localisation;
using osu.Game.Skinning;
using osu.Game.Skinning.Editor;
using Realms;
namespace osu.Game.Overlays.Settings.Sections
{
@ -41,7 +42,7 @@ namespace osu.Game.Overlays.Settings.Sections
Name = "<Random Skin>",
}.ToLiveUnmanaged();
private List<Live<SkinInfo>> skinItems;
private readonly List<Live<SkinInfo>> dropdownItems = new List<Live<SkinInfo>>();
[Resolved]
private SkinManager skins { get; set; }
@ -51,12 +52,6 @@ namespace osu.Game.Overlays.Settings.Sections
private IDisposable realmSubscription;
private IQueryable<SkinInfo> queryRealmSkins() =>
realm.Realm.All<SkinInfo>()
.Where(s => !s.DeletePending)
.OrderByDescending(s => s.Protected) // protected skins should be at the top.
.ThenBy(s => s.Name, StringComparer.OrdinalIgnoreCase);
[BackgroundDependencyLoader(permitNulls: true)]
private void load(OsuConfigManager config, [CanBeNull] SkinEditorOverlay skinEditor)
{
@ -83,37 +78,58 @@ namespace osu.Game.Overlays.Settings.Sections
skinDropdown.Current = dropdownBindable;
realmSubscription = realm.RegisterForNotifications(r => queryRealmSkins(), (sender, changes, error) =>
{
// The first fire of this is a bit redundant due to the call below,
// but this is safest in case the subscription is restored after a context recycle.
updateItems();
});
updateItems();
realmSubscription = realm.RegisterForNotifications(r => realm.Realm.All<SkinInfo>()
.Where(s => !s.DeletePending)
.OrderByDescending(s => s.Protected) // protected skins should be at the top.
.ThenBy(s => s.Name, StringComparer.OrdinalIgnoreCase), skinsChanged);
configBindable.BindValueChanged(id => Scheduler.AddOnce(updateSelectedSkinFromConfig));
updateSelectedSkinFromConfig();
dropdownBindable.BindValueChanged(skin =>
dropdownBindable.BindValueChanged(dropdownSelectionChanged);
}
private void dropdownSelectionChanged(ValueChangedEvent<Live<SkinInfo>> skin)
{
// Only handle cases where it's clear the user has intent to change skins.
if (skin.OldValue == null) return;
if (skin.NewValue.Equals(random_skin_info))
{
if (skin.NewValue.Equals(random_skin_info))
var skinBefore = skins.CurrentSkinInfo.Value;
skins.SelectRandomSkin();
if (skinBefore == skins.CurrentSkinInfo.Value)
{
var skinBefore = skins.CurrentSkinInfo.Value;
skins.SelectRandomSkin();
if (skinBefore == skins.CurrentSkinInfo.Value)
{
// the random selection didn't change the skin, so we should manually update the dropdown to match.
dropdownBindable.Value = skins.CurrentSkinInfo.Value;
}
return;
// the random selection didn't change the skin, so we should manually update the dropdown to match.
dropdownBindable.Value = skins.CurrentSkinInfo.Value;
}
configBindable.Value = skin.NewValue.ID.ToString();
});
return;
}
configBindable.Value = skin.NewValue.ID.ToString();
}
private void skinsChanged(IRealmCollection<SkinInfo> sender, ChangeSet changes, Exception error)
{
// This can only mean that realm is recycling, else we would see the protected skins.
// Because we are using `Live<>` in this class, we don't need to worry about this scenario too much.
if (!sender.Any())
return;
int protectedCount = sender.Count(s => s.Protected);
// For simplicity repopulate the full list.
// In the future we should change this to properly handle ChangeSet events.
dropdownItems.Clear();
foreach (var skin in sender)
dropdownItems.Add(skin.ToLive(realm));
dropdownItems.Insert(protectedCount, random_skin_info);
skinDropdown.Items = dropdownItems;
updateSelectedSkinFromConfig();
}
private void updateSelectedSkinFromConfig()
@ -126,17 +142,6 @@ namespace osu.Game.Overlays.Settings.Sections
dropdownBindable.Value = skin ?? skinDropdown.Items.First();
}
private void updateItems()
{
int protectedCount = queryRealmSkins().Count(s => s.Protected);
skinItems = queryRealmSkins().ToLive(realm);
skinItems.Insert(protectedCount, random_skin_info);
skinDropdown.Items = skinItems;
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);

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@ -28,21 +28,15 @@ namespace osu.Game.Rulesets
public Ruleset CreateInstance()
{
if (!Available)
throw new RulesetLoadException(@"Ruleset not available");
return null;
var type = Type.GetType(InstantiationInfo);
if (type == null)
throw new RulesetLoadException(@"Type lookup failure");
return null;
var ruleset = Activator.CreateInstance(type) as Ruleset;
if (ruleset == null)
throw new RulesetLoadException(@"Instantiation failure");
// overwrite the pre-populated RulesetInfo with a potentially database attached copy.
// ruleset.RulesetInfo = this;
return ruleset;
}

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@ -133,6 +133,11 @@ namespace osu.Game.Scoring
var clone = (ScoreInfo)this.Detach().MemberwiseClone();
clone.Statistics = new Dictionary<HitResult, int>(clone.Statistics);
clone.RealmUser = new RealmUser
{
OnlineID = RealmUser.OnlineID,
Username = RealmUser.Username,
};
return clone;
}

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@ -0,0 +1,67 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using osu.Framework.Input;
using osu.Framework.Testing;
using osu.Game.Rulesets.Edit;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Setup;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Select;
using osuTK.Input;
namespace osu.Game.Tests.Visual
{
/// <summary>
/// Tests the general expected flow of creating a new beatmap, saving it, then loading it back from song select.
/// </summary>
public class EditorSavingTestScene : OsuGameTestScene
{
protected Editor Editor => Game.ChildrenOfType<Editor>().FirstOrDefault();
protected EditorBeatmap EditorBeatmap => (EditorBeatmap)Editor.Dependencies.Get(typeof(EditorBeatmap));
[SetUpSteps]
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("set default beatmap", () => Game.Beatmap.SetDefault());
PushAndConfirm(() => new EditorLoader());
AddUntilStep("wait for editor load", () => Editor?.IsLoaded == true);
AddUntilStep("wait for metadata screen load", () => Editor.ChildrenOfType<MetadataSection>().FirstOrDefault()?.IsLoaded == true);
// We intentionally switch away from the metadata screen, else there is a feedback loop with the textbox handling which causes metadata changes below to get overwritten.
AddStep("Enter compose mode", () => InputManager.Key(Key.F1));
AddUntilStep("Wait for compose mode load", () => Editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true);
}
protected void SaveEditor()
{
AddStep("Save", () => InputManager.Keys(PlatformAction.Save));
}
protected void ReloadEditorToSameBeatmap()
{
AddStep("Exit", () => InputManager.Key(Key.Escape));
AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
SongSelect songSelect = null;
PushAndConfirm(() => songSelect = new PlaySongSelect());
AddUntilStep("wait for carousel load", () => songSelect.BeatmapSetsLoaded);
AddUntilStep("Wait for beatmap selected", () => !Game.Beatmap.IsDefault);
AddStep("Open options", () => InputManager.Key(Key.F3));
AddStep("Enter editor", () => InputManager.Key(Key.Number5));
AddUntilStep("Wait for editor load", () => Editor != null);
}
}
}