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Fix some tests not always waiting long enough for beatmap loading
These used to work because there was a huge blocking load operation, which is now more asynchronous. Note that the change made in `SongSelect` is not required, but defensive (feels it should have been doing this the whole time).
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@ -36,7 +36,7 @@ namespace osu.Game.Tests.Visual.Editing
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() => Is.EqualTo(1));
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AddStep("enter song select", () => Game.ChildrenOfType<ButtonSystem>().Single().OnSolo?.Invoke());
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AddUntilStep("entered song select", () => Game.ScreenStack.CurrentScreen is PlaySongSelect);
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AddUntilStep("entered song select", () => Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect && songSelect.BeatmapSetsLoaded);
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addStepClickLink("00:00:000 (1)", waitForSeek: false);
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AddUntilStep("received 'must be in edit'",
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@ -138,7 +138,7 @@ namespace osu.Game.Tests.Visual.Editing
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AddUntilStep("Wait for song select", () =>
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Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet)
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&& Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect
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&& songSelect.IsLoaded
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&& songSelect.BeatmapSetsLoaded
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);
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AddStep("Switch ruleset", () => Game.Ruleset.Value = ruleset);
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AddStep("Open editor for ruleset", () =>
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@ -165,16 +165,19 @@ namespace osu.Game.Tests.Visual.Navigation
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}
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[Test]
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[Solo]
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public void TestEditorGameplayTestAlwaysUsesOriginalRuleset()
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{
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prepareBeatmap();
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AddStep("switch ruleset", () => Game.Ruleset.Value = new ManiaRuleset().RulesetInfo);
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AddStep("switch ruleset at song select", () => Game.Ruleset.Value = new ManiaRuleset().RulesetInfo);
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AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0)));
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AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
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AddStep("test gameplay", () => getEditor().TestGameplay());
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AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
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AddAssert("editor ruleset is osu!", () => Game.Ruleset.Value, () => Is.EqualTo(new OsuRuleset().RulesetInfo));
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AddStep("test gameplay", () => getEditor().TestGameplay());
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AddUntilStep("wait for player", () =>
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{
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// notifications may fire at almost any inopportune time and cause annoying test failures.
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@ -183,8 +186,7 @@ namespace osu.Game.Tests.Visual.Navigation
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Game.CloseAllOverlays();
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return Game.ScreenStack.CurrentScreen is EditorPlayer editorPlayer && editorPlayer.IsLoaded;
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});
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AddAssert("current ruleset is osu!", () => Game.Ruleset.Value.Equals(new OsuRuleset().RulesetInfo));
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AddAssert("gameplay ruleset is osu!", () => Game.Ruleset.Value, () => Is.EqualTo(new OsuRuleset().RulesetInfo));
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AddStep("exit to song select", () => Game.PerformFromScreen(_ => { }, typeof(PlaySongSelect).Yield()));
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AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is PlaySongSelect);
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@ -352,7 +354,7 @@ namespace osu.Game.Tests.Visual.Navigation
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AddUntilStep("wait for song select",
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() => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet)
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&& Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect
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&& songSelect.IsLoaded);
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&& songSelect.BeatmapSetsLoaded);
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}
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private void openEditor()
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@ -193,7 +193,7 @@ namespace osu.Game.Tests.Visual.Navigation
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{
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AddStep("present beatmap", () => Game.PresentBeatmap(getImport()));
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AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is Screens.Select.SongSelect songSelect && songSelect.IsLoaded);
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AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is Screens.Select.SongSelect songSelect && songSelect.BeatmapSetsLoaded);
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AddUntilStep("correct beatmap displayed", () => Game.Beatmap.Value.BeatmapSetInfo.OnlineID, () => Is.EqualTo(getImport().OnlineID));
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AddAssert("correct ruleset selected", () => Game.Ruleset.Value, () => Is.EqualTo(getImport().Beatmaps.First().Ruleset));
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}
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@ -203,7 +203,7 @@ namespace osu.Game.Tests.Visual.Navigation
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Predicate<BeatmapInfo> pred = b => b.OnlineID == importedID * 1024 + 2;
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AddStep("present difficulty", () => Game.PresentBeatmap(getImport(), pred));
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AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is Screens.Select.SongSelect songSelect && songSelect.IsLoaded);
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AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is Screens.Select.SongSelect songSelect && songSelect.BeatmapSetsLoaded);
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AddUntilStep("correct beatmap displayed", () => Game.Beatmap.Value.BeatmapInfo.OnlineID, () => Is.EqualTo(importedID * 1024 + 2));
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AddAssert("correct ruleset selected", () => Game.Ruleset.Value.OnlineID, () => Is.EqualTo(expectedRulesetOnlineID ?? getImport().Beatmaps.First().Ruleset.OnlineID));
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}
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@ -1035,9 +1035,11 @@ namespace osu.Game.Tests.Visual.Navigation
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[Test]
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public void TestTouchScreenDetectionInGame()
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{
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BeatmapSetInfo beatmapSet = null;
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PushAndConfirm(() => new TestPlaySongSelect());
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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AddStep("import beatmap", () => beatmapSet = BeatmapImportHelper.LoadQuickOszIntoOsu(Game).GetResultSafely());
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AddUntilStep("wait for selected", () => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet));
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AddStep("select", () => InputManager.Key(Key.Enter));
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Player player = null;
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@ -428,7 +428,8 @@ namespace osu.Game.Screens.Select
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// Forced refetch is important here to guarantee correct invalidation across all difficulties.
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Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmapInfo ?? beatmapInfoNoDebounce, true);
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this.Push(new EditorLoader());
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FinaliseSelection(customStartAction: () => this.Push(new EditorLoader()));
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}
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/// <summary>
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