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Merge pull request #4614 from smoogipoo/player-mod-reinstantiation

Reinstantiate mods for each player instance

Co-authored-by: Dean Herbert <pe@ppy.sh>
This commit is contained in:
Dean Herbert 2019-04-17 16:57:58 +08:00 committed by GitHub
commit f6cbae578b
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 90 additions and 11 deletions

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@ -1,11 +1,16 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
using osu.Game.Screens;
using osu.Game.Screens.Play;
@ -21,23 +26,15 @@ namespace osu.Game.Tests.Visual.Gameplay
InputManager.Add(stack = new OsuScreenStack { RelativeSizeAxes = Axes.Both });
}
[BackgroundDependencyLoader]
private void load(OsuGameBase game)
[Test]
public void TestLoadContinuation()
{
Beatmap.Value = new DummyWorkingBeatmap(game);
AddStep("load dummy beatmap", () => stack.Push(loader = new PlayerLoader(() => new Player(false, false))));
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
AddUntilStep("wait for no longer current", () => !loader.IsCurrentScreen());
AddStep("exit loader", () => loader.Exit());
AddUntilStep("wait for no longer alive", () => !loader.IsAlive);
AddStep("load slow dummy beatmap", () =>
{
SlowLoadPlayer slow = null;
@ -50,6 +47,81 @@ namespace osu.Game.Tests.Visual.Gameplay
AddUntilStep("wait for no longer current", () => !loader.IsCurrentScreen());
}
[Test]
public void TestModReinstantiation()
{
TestPlayer player = null;
TestMod gameMod = null;
TestMod playerMod1 = null;
TestMod playerMod2 = null;
AddStep("load player", () =>
{
Mods.Value = new[] { gameMod = new TestMod() };
InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre);
stack.Push(new PlayerLoader(() => player = new TestPlayer()));
});
AddUntilStep("wait for player to become current", () =>
{
if (player.IsCurrentScreen())
{
playerMod1 = (TestMod)player.Mods.Value.Single();
return true;
}
return false;
});
AddAssert("game mods not applied", () => gameMod.Applied == false);
AddAssert("player mods applied", () => playerMod1.Applied);
AddStep("restart player", () =>
{
player = null;
player.Restart();
});
AddUntilStep("wait for player to become current", () =>
{
if (player.IsCurrentScreen())
{
playerMod2 = (TestMod)player.Mods.Value.Single();
return true;
}
return false;
});
AddAssert("game mods not applied", () => gameMod.Applied == false);
AddAssert("player has different mods", () => playerMod1 != playerMod2);
AddAssert("player mods applied", () => playerMod2.Applied);
}
private class TestMod : Mod, IApplicableToScoreProcessor
{
public override string Name => string.Empty;
public override string Acronym => string.Empty;
public override double ScoreMultiplier => 1;
public bool Applied { get; private set; }
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
{
Applied = true;
}
}
private class TestPlayer : Player
{
public new Bindable<IReadOnlyList<Mod>> Mods => base.Mods;
public TestPlayer()
: base(false, false)
{
}
}
protected class SlowLoadPlayer : Player
{
public bool Ready;

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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Audio;
@ -69,6 +70,10 @@ namespace osu.Game.Screens.Play
protected GameplayClockContainer GameplayClockContainer { get; private set; }
[Cached]
[Cached(Type = typeof(IBindable<IReadOnlyList<Mod>>))]
protected readonly Bindable<IReadOnlyList<Mod>> Mods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
private readonly bool allowPause;
private readonly bool showResults;
@ -88,6 +93,8 @@ namespace osu.Game.Screens.Play
{
this.api = api;
Mods.Value = base.Mods.Value.Select(m => m.CreateCopy()).ToArray();
WorkingBeatmap working = loadBeatmap();
if (working == null)