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Make song select choose random when initial selection fails.
- Revert TestCasePlaySongSelect to master
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parent
25fb527cc7
commit
d04f47718f
@ -11,7 +11,6 @@ using osu.Framework.Allocation;
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using osu.Framework.Extensions;
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using osu.Framework.MathUtils;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Rulesets;
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using osu.Game.Screens.Select;
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@ -56,22 +55,10 @@ namespace osu.Game.Tests.Visual
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public WorkingBeatmap CurrentBeatmap => Beatmap.Value;
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public WorkingBeatmap CurrentBeatmapDetailsBeatmap => BeatmapDetails.Beatmap;
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public new BeatmapCarousel Carousel => base.Carousel;
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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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private void load(OsuGameBase game, OsuConfigManager config)
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private void load(OsuGameBase game)
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{
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TestSongSelect songSelect = null;
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@ -90,7 +77,6 @@ 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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@ -102,8 +88,6 @@ 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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@ -118,36 +102,6 @@ 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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@ -161,45 +115,6 @@ namespace osu.Game.Tests.Visual
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AddStep(@"Sort by Title", delegate { songSelect.FilterControl.Sort = SortMode.Title; });
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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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// 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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// 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(@"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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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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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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@ -221,8 +136,7 @@ namespace osu.Game.Tests.Visual
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new BeatmapInfo
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{
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OnlineBeatmapID = 1234 + i,
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Ruleset = rulesets.AvailableRulesets.ElementAt(0),
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RulesetID = 0,
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Ruleset = rulesets.AvailableRulesets.First(),
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Path = "normal.osu",
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Version = "Normal",
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BaseDifficulty = new BeatmapDifficulty
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@ -233,9 +147,8 @@ namespace osu.Game.Tests.Visual
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new BeatmapInfo
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{
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OnlineBeatmapID = 1235 + i,
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Ruleset = rulesets.AvailableRulesets.First(r => r.ID != 0),
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RulesetID = 1,
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Path = "hard.taiko",
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Ruleset = rulesets.AvailableRulesets.First(),
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Path = "hard.osu",
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Version = "Hard",
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BaseDifficulty = new BeatmapDifficulty
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{
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@ -245,9 +158,8 @@ namespace osu.Game.Tests.Visual
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new BeatmapInfo
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{
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OnlineBeatmapID = 1236 + i,
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Ruleset = rulesets.AvailableRulesets.ElementAt(2),
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RulesetID = 2,
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Path = "insane.fruits",
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Ruleset = rulesets.AvailableRulesets.First(),
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Path = "insane.osu",
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Version = "Insane",
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BaseDifficulty = new BeatmapDifficulty
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{
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@ -171,27 +171,41 @@ namespace osu.Game.Screens.Select
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/// <summary>
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/// Selects a given beatmap on the carousel.
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///
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/// If skipFiltered is true, we will try to select another unfiltered beatmap in the same set. If the
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/// entire set is filtered, no selection is made.
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/// </summary>
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/// <param name="beatmap">The beatmap to select.</param>
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/// <param name="skipFiltered">Whether to skip selecting filtered beatmaps.</param>
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/// <returns>True if a selection was made, false if it was skipped.</returns>
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/// <returns>True if a selection was made, False if it wasn't.</returns>
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public bool SelectBeatmap(BeatmapInfo beatmap, bool skipFiltered = false)
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{
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if (beatmap?.Hidden != false)
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return false;
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var group = beatmapSets.FirstOrDefault(s => s.BeatmapSet.OnlineBeatmapSetID == beatmap.BeatmapSet.OnlineBeatmapSetID);
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foreach (CarouselBeatmapSet set in beatmapSets)
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{
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if (skipFiltered && set.Filtered)
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continue;
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if (group == null || !skipFiltered && group.Filtered)
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return false;
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var item = set.Beatmaps.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
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var item = group.Beatmaps.FirstOrDefault(p => p.Beatmap.Equals(beatmap));
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if (item == null)
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// The beatmap that needs to be selected doesn't exist in this set
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continue;
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if (item == null || !skipFiltered && item.Filtered)
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return false;
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if (skipFiltered && item.Filtered)
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// The beatmap exists in this set but is filtered, so look for the first unfiltered map in the set
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item = set.Beatmaps.FirstOrDefault(b => !b.Filtered);
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select(item);
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return true;
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if (item != null)
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{
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select(item);
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return true;
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}
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}
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return false;
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}
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/// <summary>
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@ -2,7 +2,6 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Linq;
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using System.Threading;
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using OpenTK;
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using OpenTK.Input;
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@ -10,14 +9,12 @@ using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Audio.Track;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Overlays;
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@ -66,8 +63,6 @@ namespace osu.Game.Screens.Select
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private SampleChannel sampleChangeDifficulty;
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private SampleChannel sampleChangeBeatmap;
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private Bindable<bool> rulesetConversionAllowed;
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private CancellationTokenSource initialAddSetsTask;
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private DependencyContainer dependencies;
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@ -184,7 +179,7 @@ namespace osu.Game.Screens.Select
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}
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[BackgroundDependencyLoader(permitNulls: true)]
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private void load(BeatmapManager beatmaps, AudioManager audio, DialogOverlay dialog, OsuGame osu, OsuColour colours, OsuConfigManager config)
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private void load(BeatmapManager beatmaps, AudioManager audio, DialogOverlay dialog, OsuGame osu, OsuColour colours)
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{
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dependencies.CacheAs(this);
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@ -199,8 +194,6 @@ namespace osu.Game.Screens.Select
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if (this.beatmaps == null)
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this.beatmaps = beatmaps;
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rulesetConversionAllowed = config.GetBindable<bool>(OsuSetting.ShowConvertedBeatmaps);
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if (osu != null)
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Ruleset.BindTo(osu.Ruleset);
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@ -459,16 +452,14 @@ namespace osu.Game.Screens.Select
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private void carouselBeatmapsLoaded()
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{
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if (!Beatmap.IsDefault && Beatmap.Value.BeatmapSetInfo?.DeletePending == false && Beatmap.Value.BeatmapSetInfo?.Protected == false)
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if (!Beatmap.IsDefault && Beatmap.Value.BeatmapSetInfo?.DeletePending == false && Beatmap.Value.BeatmapSetInfo?.Protected == false && Carousel.SelectBeatmap(Beatmap.Value.BeatmapInfo, true))
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return;
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if (Carousel.SelectedBeatmapSet == null && !Carousel.SelectNextRandom())
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{
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Carousel.SelectBeatmap(Beatmap.Value.BeatmapInfo);
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}
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else if (Carousel.SelectedBeatmapSet == null)
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{
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if (!Carousel.SelectNextRandom())
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// in the case random selection failed, we want to trigger selectionChanged
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// to show the dummy beatmap (we have nothing else to display).
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carouselSelectionChanged(null);
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// in the case random selection failed, we want to trigger selectionChanged
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// to show the dummy beatmap (we have nothing else to display).
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carouselSelectionChanged(null);
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}
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}
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