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Merge pull request #16081 from peppy/fix-menu-background-desync
Fix `BackgroundScreenDefault` incorrectly updating current background after being inactive
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commit
e862b3775b
@ -5,8 +5,11 @@ using System;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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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.Graphics.Backgrounds;
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@ -15,6 +18,7 @@ using osu.Game.Online.API.Requests.Responses;
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using osu.Game.Screens;
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using osu.Game.Screens.Backgrounds;
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using osu.Game.Skinning;
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using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Tests.Visual.Background
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{
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@ -22,8 +26,7 @@ namespace osu.Game.Tests.Visual.Background
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public class TestSceneBackgroundScreenDefault : OsuTestScene
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{
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private BackgroundScreenStack stack;
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private BackgroundScreenDefault screen;
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private TestBackgroundScreenDefault screen;
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private Graphics.Backgrounds.Background getCurrentBackground() => screen.ChildrenOfType<Graphics.Backgrounds.Background>().FirstOrDefault();
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[Resolved]
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@ -36,10 +39,95 @@ namespace osu.Game.Tests.Visual.Background
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public void SetUpSteps()
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{
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AddStep("create background stack", () => Child = stack = new BackgroundScreenStack());
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AddStep("push default screen", () => stack.Push(screen = new BackgroundScreenDefault(false)));
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AddStep("push default screen", () => stack.Push(screen = new TestBackgroundScreenDefault()));
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AddUntilStep("wait for screen to load", () => screen.IsCurrentScreen());
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}
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[Test]
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public void TestBeatmapBackgroundTracksBeatmap()
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{
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setSupporter(true);
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setSourceMode(BackgroundSource.Beatmap);
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AddStep("change beatmap", () => Beatmap.Value = createTestWorkingBeatmapWithUniqueBackground());
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AddAssert("background changed", () => screen.CheckLastLoadChange() == true);
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Graphics.Backgrounds.Background last = null;
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AddUntilStep("wait for beatmap background to be loaded", () => getCurrentBackground()?.GetType() == typeof(BeatmapBackground));
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AddStep("store background", () => last = getCurrentBackground());
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AddStep("change beatmap", () => Beatmap.Value = createTestWorkingBeatmapWithUniqueBackground());
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AddUntilStep("wait for beatmap background to change", () => screen.CheckLastLoadChange() == true);
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AddUntilStep("background is new beatmap background", () => last != getCurrentBackground());
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AddStep("store background", () => last = getCurrentBackground());
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AddStep("change beatmap", () => Beatmap.Value = createTestWorkingBeatmapWithUniqueBackground());
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AddUntilStep("wait for beatmap background to change", () => screen.CheckLastLoadChange() == true);
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AddUntilStep("background is new beatmap background", () => last != getCurrentBackground());
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}
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[Test]
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public void TestBeatmapBackgroundTracksBeatmapWhenSuspended()
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{
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setSupporter(true);
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setSourceMode(BackgroundSource.Beatmap);
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AddStep("change beatmap", () => Beatmap.Value = createTestWorkingBeatmapWithUniqueBackground());
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AddAssert("background changed", () => screen.CheckLastLoadChange() == true);
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AddUntilStep("wait for beatmap background to be loaded", () => getCurrentBackground()?.GetType() == typeof(BeatmapBackground));
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BackgroundScreenBeatmap nestedScreen = null;
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// of note, this needs to be a type that doesn't match BackgroundScreenDefault else it is silently not pushed by the background stack.
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AddStep("push new background to stack", () => stack.Push(nestedScreen = new BackgroundScreenBeatmap(Beatmap.Value)));
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AddUntilStep("wait for screen to load", () => nestedScreen.IsLoaded && nestedScreen.IsCurrentScreen());
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AddAssert("top level background hasn't changed yet", () => screen.CheckLastLoadChange() == null);
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AddStep("change beatmap", () => Beatmap.Value = createTestWorkingBeatmapWithUniqueBackground());
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AddAssert("top level background hasn't changed yet", () => screen.CheckLastLoadChange() == null);
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AddStep("pop screen back to top level", () => screen.MakeCurrent());
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AddAssert("top level background changed", () => screen.CheckLastLoadChange() == true);
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}
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[Test]
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public void TestBeatmapBackgroundIgnoresNoChangeWhenSuspended()
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{
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BackgroundScreenBeatmap nestedScreen = null;
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WorkingBeatmap originalWorking = null;
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setSupporter(true);
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setSourceMode(BackgroundSource.Beatmap);
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AddStep("change beatmap", () => originalWorking = Beatmap.Value = createTestWorkingBeatmapWithUniqueBackground());
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AddAssert("background changed", () => screen.CheckLastLoadChange() == true);
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AddUntilStep("wait for beatmap background to be loaded", () => getCurrentBackground()?.GetType() == typeof(BeatmapBackground));
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// of note, this needs to be a type that doesn't match BackgroundScreenDefault else it is silently not pushed by the background stack.
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AddStep("push new background to stack", () => stack.Push(nestedScreen = new BackgroundScreenBeatmap(Beatmap.Value)));
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AddUntilStep("wait for screen to load", () => nestedScreen.IsLoaded && nestedScreen.IsCurrentScreen());
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// we're testing a case where scheduling may be used to avoid issues, so ensure the scheduler is no longer running.
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AddUntilStep("wait for top level not alive", () => !screen.IsAlive);
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AddStep("change beatmap", () => Beatmap.Value = createTestWorkingBeatmapWithUniqueBackground());
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AddStep("change beatmap back", () => Beatmap.Value = originalWorking);
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AddAssert("top level background hasn't changed yet", () => screen.CheckLastLoadChange() == null);
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AddStep("pop screen back to top level", () => screen.MakeCurrent());
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AddStep("top level screen is current", () => screen.IsCurrentScreen());
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AddAssert("top level background reused existing", () => screen.CheckLastLoadChange() == false);
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}
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[Test]
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public void TestBackgroundTypeSwitch()
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{
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@ -78,36 +166,24 @@ namespace osu.Game.Tests.Visual.Background
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[TestCase(BackgroundSource.Skin, typeof(SkinBackground))]
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public void TestBackgroundDoesntReloadOnNoChange(BackgroundSource source, Type backgroundType)
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{
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Graphics.Backgrounds.Background last = null;
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setSourceMode(source);
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setSupporter(true);
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if (source == BackgroundSource.Skin)
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setCustomSkin();
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AddUntilStep("wait for beatmap background to be loaded", () => (last = getCurrentBackground())?.GetType() == backgroundType);
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AddUntilStep("wait for beatmap background to be loaded", () => (getCurrentBackground())?.GetType() == backgroundType);
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AddAssert("next doesn't load new background", () => screen.Next() == false);
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// doesn't really need to be checked but might as well.
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AddWaitStep("wait a bit", 5);
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AddUntilStep("ensure same background instance", () => last == getCurrentBackground());
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}
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[Test]
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public void TestBackgroundCyclingOnDefaultSkin([Values] bool supporter)
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{
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Graphics.Backgrounds.Background last = null;
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setSourceMode(BackgroundSource.Skin);
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setSupporter(supporter);
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setDefaultSkin();
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AddUntilStep("wait for beatmap background to be loaded", () => (last = getCurrentBackground())?.GetType() == typeof(Graphics.Backgrounds.Background));
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AddUntilStep("wait for beatmap background to be loaded", () => (getCurrentBackground())?.GetType() == typeof(Graphics.Backgrounds.Background));
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AddAssert("next cycles background", () => screen.Next());
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// doesn't really need to be checked but might as well.
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AddWaitStep("wait a bit", 5);
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AddUntilStep("ensure different background instance", () => last != getCurrentBackground());
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}
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private void setSourceMode(BackgroundSource source) =>
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@ -120,6 +196,42 @@ namespace osu.Game.Tests.Visual.Background
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Id = API.LocalUser.Value.Id + 1,
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});
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private WorkingBeatmap createTestWorkingBeatmapWithUniqueBackground() => new UniqueBackgroundTestWorkingBeatmap(Audio);
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private class TestBackgroundScreenDefault : BackgroundScreenDefault
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{
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private bool? lastLoadTriggerCausedChange;
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public TestBackgroundScreenDefault()
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: base(false)
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{
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}
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public override bool Next()
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{
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bool didChange = base.Next();
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lastLoadTriggerCausedChange = didChange;
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return didChange;
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}
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public bool? CheckLastLoadChange()
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{
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bool? lastChange = lastLoadTriggerCausedChange;
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lastLoadTriggerCausedChange = null;
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return lastChange;
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}
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}
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private class UniqueBackgroundTestWorkingBeatmap : TestWorkingBeatmap
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{
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public UniqueBackgroundTestWorkingBeatmap(AudioManager audioManager)
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: base(new Beatmap(), null, audioManager)
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{
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}
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protected override Texture GetBackground() => new Texture(1, 1);
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}
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private void setCustomSkin()
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{
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// 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
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AddInternal(seasonalBackgroundLoader);
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user.ValueChanged += _ => Next();
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skin.ValueChanged += _ => Next();
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mode.ValueChanged += _ => Next();
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beatmap.ValueChanged += _ => Next();
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introSequence.ValueChanged += _ => Next();
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seasonalBackgroundLoader.SeasonalBackgroundChanged += () => Next();
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user.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired);
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skin.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired);
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mode.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired);
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beatmap.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired);
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introSequence.ValueChanged += _ => Scheduler.AddOnce(loadNextIfRequired);
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seasonalBackgroundLoader.SeasonalBackgroundChanged += () => Scheduler.AddOnce(loadNextIfRequired);
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currentDisplay = RNG.Next(0, background_count);
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Next();
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// helper function required for AddOnce usage.
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void loadNextIfRequired() => Next();
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}
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private ScheduledDelegate nextTask;
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@ -67,7 +70,7 @@ namespace osu.Game.Screens.Backgrounds
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/// Request loading the next background.
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/// </summary>
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/// <returns>Whether a new background was queued for load. May return false if the current background is still valid.</returns>
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public bool Next()
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public virtual bool Next()
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{
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var nextBackground = createBackground();
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