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Merge pull request #16081 from peppy/fix-menu-background-desync

Fix `BackgroundScreenDefault` incorrectly updating current background after being inactive
This commit is contained in:
Bartłomiej Dach 2021-12-14 22:01:31 +01:00 committed by GitHub
commit e862b3775b
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2 changed files with 139 additions and 24 deletions

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@ -5,8 +5,11 @@ using System;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Graphics.Textures;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Graphics.Backgrounds;
@ -15,6 +18,7 @@ using osu.Game.Online.API.Requests.Responses;
using osu.Game.Screens;
using osu.Game.Screens.Backgrounds;
using osu.Game.Skinning;
using osu.Game.Tests.Beatmaps;
namespace osu.Game.Tests.Visual.Background
{
@ -22,8 +26,7 @@ namespace osu.Game.Tests.Visual.Background
public class TestSceneBackgroundScreenDefault : OsuTestScene
{
private BackgroundScreenStack stack;
private BackgroundScreenDefault screen;
private TestBackgroundScreenDefault screen;
private Graphics.Backgrounds.Background getCurrentBackground() => screen.ChildrenOfType<Graphics.Backgrounds.Background>().FirstOrDefault();
[Resolved]
@ -36,10 +39,95 @@ namespace osu.Game.Tests.Visual.Background
public void SetUpSteps()
{
AddStep("create background stack", () => Child = stack = new BackgroundScreenStack());
AddStep("push default screen", () => stack.Push(screen = new BackgroundScreenDefault(false)));
AddStep("push default screen", () => stack.Push(screen = new TestBackgroundScreenDefault()));
AddUntilStep("wait for screen to load", () => screen.IsCurrentScreen());
}
[Test]
public void TestBeatmapBackgroundTracksBeatmap()
{
setSupporter(true);
setSourceMode(BackgroundSource.Beatmap);
AddStep("change beatmap", () => Beatmap.Value = createTestWorkingBeatmapWithUniqueBackground());
AddAssert("background changed", () => screen.CheckLastLoadChange() == true);
Graphics.Backgrounds.Background last = null;
AddUntilStep("wait for beatmap background to be loaded", () => getCurrentBackground()?.GetType() == typeof(BeatmapBackground));
AddStep("store background", () => last = getCurrentBackground());
AddStep("change beatmap", () => Beatmap.Value = createTestWorkingBeatmapWithUniqueBackground());
AddUntilStep("wait for beatmap background to change", () => screen.CheckLastLoadChange() == true);
AddUntilStep("background is new beatmap background", () => last != getCurrentBackground());
AddStep("store background", () => last = getCurrentBackground());
AddStep("change beatmap", () => Beatmap.Value = createTestWorkingBeatmapWithUniqueBackground());
AddUntilStep("wait for beatmap background to change", () => screen.CheckLastLoadChange() == true);
AddUntilStep("background is new beatmap background", () => last != getCurrentBackground());
}
[Test]
public void TestBeatmapBackgroundTracksBeatmapWhenSuspended()
{
setSupporter(true);
setSourceMode(BackgroundSource.Beatmap);
AddStep("change beatmap", () => Beatmap.Value = createTestWorkingBeatmapWithUniqueBackground());
AddAssert("background changed", () => screen.CheckLastLoadChange() == true);
AddUntilStep("wait for beatmap background to be loaded", () => getCurrentBackground()?.GetType() == typeof(BeatmapBackground));
BackgroundScreenBeatmap nestedScreen = null;
// of note, this needs to be a type that doesn't match BackgroundScreenDefault else it is silently not pushed by the background stack.
AddStep("push new background to stack", () => stack.Push(nestedScreen = new BackgroundScreenBeatmap(Beatmap.Value)));
AddUntilStep("wait for screen to load", () => nestedScreen.IsLoaded && nestedScreen.IsCurrentScreen());
AddAssert("top level background hasn't changed yet", () => screen.CheckLastLoadChange() == null);
AddStep("change beatmap", () => Beatmap.Value = createTestWorkingBeatmapWithUniqueBackground());
AddAssert("top level background hasn't changed yet", () => screen.CheckLastLoadChange() == null);
AddStep("pop screen back to top level", () => screen.MakeCurrent());
AddAssert("top level background changed", () => screen.CheckLastLoadChange() == true);
}
[Test]
public void TestBeatmapBackgroundIgnoresNoChangeWhenSuspended()
{
BackgroundScreenBeatmap nestedScreen = null;
WorkingBeatmap originalWorking = null;
setSupporter(true);
setSourceMode(BackgroundSource.Beatmap);
AddStep("change beatmap", () => originalWorking = Beatmap.Value = createTestWorkingBeatmapWithUniqueBackground());
AddAssert("background changed", () => screen.CheckLastLoadChange() == true);
AddUntilStep("wait for beatmap background to be loaded", () => getCurrentBackground()?.GetType() == typeof(BeatmapBackground));
// of note, this needs to be a type that doesn't match BackgroundScreenDefault else it is silently not pushed by the background stack.
AddStep("push new background to stack", () => stack.Push(nestedScreen = new BackgroundScreenBeatmap(Beatmap.Value)));
AddUntilStep("wait for screen to load", () => nestedScreen.IsLoaded && nestedScreen.IsCurrentScreen());
// we're testing a case where scheduling may be used to avoid issues, so ensure the scheduler is no longer running.
AddUntilStep("wait for top level not alive", () => !screen.IsAlive);
AddStep("change beatmap", () => Beatmap.Value = createTestWorkingBeatmapWithUniqueBackground());
AddStep("change beatmap back", () => Beatmap.Value = originalWorking);
AddAssert("top level background hasn't changed yet", () => screen.CheckLastLoadChange() == null);
AddStep("pop screen back to top level", () => screen.MakeCurrent());
AddStep("top level screen is current", () => screen.IsCurrentScreen());
AddAssert("top level background reused existing", () => screen.CheckLastLoadChange() == false);
}
[Test]
public void TestBackgroundTypeSwitch()
{
@ -78,36 +166,24 @@ namespace osu.Game.Tests.Visual.Background
[TestCase(BackgroundSource.Skin, typeof(SkinBackground))]
public void TestBackgroundDoesntReloadOnNoChange(BackgroundSource source, Type backgroundType)
{
Graphics.Backgrounds.Background last = null;
setSourceMode(source);
setSupporter(true);
if (source == BackgroundSource.Skin)
setCustomSkin();
AddUntilStep("wait for beatmap background to be loaded", () => (last = getCurrentBackground())?.GetType() == backgroundType);
AddUntilStep("wait for beatmap background to be loaded", () => (getCurrentBackground())?.GetType() == backgroundType);
AddAssert("next doesn't load new background", () => screen.Next() == false);
// doesn't really need to be checked but might as well.
AddWaitStep("wait a bit", 5);
AddUntilStep("ensure same background instance", () => last == getCurrentBackground());
}
[Test]
public void TestBackgroundCyclingOnDefaultSkin([Values] bool supporter)
{
Graphics.Backgrounds.Background last = null;
setSourceMode(BackgroundSource.Skin);
setSupporter(supporter);
setDefaultSkin();
AddUntilStep("wait for beatmap background to be loaded", () => (last = getCurrentBackground())?.GetType() == typeof(Graphics.Backgrounds.Background));
AddUntilStep("wait for beatmap background to be loaded", () => (getCurrentBackground())?.GetType() == typeof(Graphics.Backgrounds.Background));
AddAssert("next cycles background", () => screen.Next());
// doesn't really need to be checked but might as well.
AddWaitStep("wait a bit", 5);
AddUntilStep("ensure different background instance", () => last != getCurrentBackground());
}
private void setSourceMode(BackgroundSource source) =>
@ -120,6 +196,42 @@ namespace osu.Game.Tests.Visual.Background
Id = API.LocalUser.Value.Id + 1,
});
private WorkingBeatmap createTestWorkingBeatmapWithUniqueBackground() => new UniqueBackgroundTestWorkingBeatmap(Audio);
private class TestBackgroundScreenDefault : BackgroundScreenDefault
{
private bool? lastLoadTriggerCausedChange;
public TestBackgroundScreenDefault()
: base(false)
{
}
public override bool Next()
{
bool didChange = base.Next();
lastLoadTriggerCausedChange = didChange;
return didChange;
}
public bool? CheckLastLoadChange()
{
bool? lastChange = lastLoadTriggerCausedChange;
lastLoadTriggerCausedChange = null;
return lastChange;
}
}
private class UniqueBackgroundTestWorkingBeatmap : TestWorkingBeatmap
{
public UniqueBackgroundTestWorkingBeatmap(AudioManager audioManager)
: base(new Beatmap(), null, audioManager)
{
}
protected override Texture GetBackground() => new Texture(1, 1);
}
private void setCustomSkin()
{
// feign a skin switch. this doesn't do anything except force CurrentSkin to become a LegacySkin.

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@ -48,16 +48,19 @@ namespace osu.Game.Screens.Backgrounds
AddInternal(seasonalBackgroundLoader);
user.ValueChanged += _ => Next();
skin.ValueChanged += _ => Next();
mode.ValueChanged += _ => Next();
beatmap.ValueChanged += _ => Next();
introSequence.ValueChanged += _ => Next();
seasonalBackgroundLoader.SeasonalBackgroundChanged += () => Next();
user.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired);
skin.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired);
mode.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired);
beatmap.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired);
introSequence.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired);
seasonalBackgroundLoader.SeasonalBackgroundChanged += () => Scheduler.AddOnce(loadNextIfRequired);
currentDisplay = RNG.Next(0, background_count);
Next();
// helper function required for AddOnce usage.
void loadNextIfRequired() => Next();
}
private ScheduledDelegate nextTask;
@ -67,7 +70,7 @@ namespace osu.Game.Screens.Backgrounds
/// Request loading the next background.
/// </summary>
/// <returns>Whether a new background was queued for load. May return false if the current background is still valid.</returns>
public bool Next()
public virtual bool Next()
{
var nextBackground = createBackground();