From db4e3047ddf02cb09a7603c68a0ab854e1cfe6b2 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Tue, 19 May 2020 23:28:13 +0900 Subject: [PATCH] Add test for final sample output --- .../TestSceneSampleOutput.cs | 47 +++++++++++++++++++ .../Objects/Drawables/DrawableHit.cs | 2 +- .../Drawables/DrawableTaikoHitObject.cs | 2 +- .../Objects/Drawables/DrawableHitObject.cs | 2 +- .../Tests/Beatmaps/BeatmapConversionTest.cs | 11 +++-- 5 files changed, 58 insertions(+), 6 deletions(-) create mode 100644 osu.Game.Rulesets.Taiko.Tests/TestSceneSampleOutput.cs diff --git a/osu.Game.Rulesets.Taiko.Tests/TestSceneSampleOutput.cs b/osu.Game.Rulesets.Taiko.Tests/TestSceneSampleOutput.cs new file mode 100644 index 0000000000..564ab91291 --- /dev/null +++ b/osu.Game.Rulesets.Taiko.Tests/TestSceneSampleOutput.cs @@ -0,0 +1,47 @@ +// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. +// See the LICENCE file in the repository root for full licence text. + +using System.Linq; +using osu.Game.Audio; +using osu.Game.Beatmaps; +using osu.Game.Rulesets.Taiko.Objects.Drawables; +using osu.Game.Tests.Visual; + +namespace osu.Game.Rulesets.Taiko.Tests +{ + /// + /// Taiko has some interesting rules for legacy mappings. + /// + public class TestSceneSampleOutput : PlayerTestScene + { + public TestSceneSampleOutput() + : base(new TaikoRuleset()) + { + } + + public override void SetUpSteps() + { + base.SetUpSteps(); + AddAssert("has correct samples", () => + { + var names = Player.DrawableRuleset.Playfield.AllHitObjects.OfType().Select(h => string.Join(',', h.GetSamples().Select(s => s.Name))); + + var expected = new[] + { + string.Empty, + string.Empty, + string.Empty, + string.Empty, + HitSampleInfo.HIT_FINISH, + HitSampleInfo.HIT_WHISTLE, + HitSampleInfo.HIT_WHISTLE, + HitSampleInfo.HIT_WHISTLE, + }; + + return names.SequenceEqual(expected); + }); + } + + protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new TaikoBeatmapConversionTest().GetBeatmap("sample-to-type-conversions"); + } +} diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs index 1e1f9ae09b..81b969eaf3 100644 --- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs +++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs @@ -49,7 +49,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables ? new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.CentreHit), _ => new CentreHitCirclePiece(), confineMode: ConfineMode.ScaleToFit) : new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.RimHit), _ => new RimHitCirclePiece(), confineMode: ConfineMode.ScaleToFit); - protected override IEnumerable GetSamples() + public override IEnumerable GetSamples() { // normal and claps are always handled by the drum (see DrumSampleMapping). // in addition, whistles are excluded as they are an alternative rim marker. diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs index 90daf3950c..3ab09d4cbe 100644 --- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs +++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs @@ -166,7 +166,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables } // Most osu!taiko hitsounds are managed by the drum (see DrumSampleMapping). - protected override IEnumerable GetSamples() => Enumerable.Empty(); + public override IEnumerable GetSamples() => Enumerable.Empty(); protected abstract SkinnableDrawable CreateMainPiece(); diff --git a/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs b/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs index ba6571fe1a..33ea02c22f 100644 --- a/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs +++ b/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs @@ -36,7 +36,7 @@ namespace osu.Game.Rulesets.Objects.Drawables protected SkinnableSound Samples { get; private set; } - protected virtual IEnumerable GetSamples() => HitObject.Samples; + public virtual IEnumerable GetSamples() => HitObject.Samples; private readonly Lazy> nestedHitObjects = new Lazy>(); public IReadOnlyList NestedHitObjects => nestedHitObjects.IsValueCreated ? nestedHitObjects.Value : (IReadOnlyList)Array.Empty(); diff --git a/osu.Game/Tests/Beatmaps/BeatmapConversionTest.cs b/osu.Game/Tests/Beatmaps/BeatmapConversionTest.cs index b60add6e3b..06e82394ec 100644 --- a/osu.Game/Tests/Beatmaps/BeatmapConversionTest.cs +++ b/osu.Game/Tests/Beatmaps/BeatmapConversionTest.cs @@ -99,7 +99,7 @@ namespace osu.Game.Tests.Beatmaps private ConvertResult convert(string name, Mod[] mods) { - var beatmap = getBeatmap(name); + var beatmap = GetBeatmap(name); var rulesetInstance = CreateRuleset(); beatmap.BeatmapInfo.Ruleset = beatmap.BeatmapInfo.RulesetID == rulesetInstance.RulesetInfo.ID ? rulesetInstance.RulesetInfo : new RulesetInfo(); @@ -143,14 +143,19 @@ namespace osu.Game.Tests.Beatmaps } } - private IBeatmap getBeatmap(string name) + public IBeatmap GetBeatmap(string name) { using (var resStream = openResource($"{resource_namespace}.{name}.osu")) using (var stream = new LineBufferedReader(resStream)) { var decoder = Decoder.GetDecoder(stream); ((LegacyBeatmapDecoder)decoder).ApplyOffsets = false; - return decoder.Decode(stream); + var beatmap = decoder.Decode(stream); + + // not sure but seems to be required. + beatmap.BeatmapInfo.Ruleset = CreateRuleset().RulesetInfo; + + return beatmap; } }