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mirror of https://github.com/ppy/osu.git synced 2024-12-14 16:12:57 +08:00

Make song select ensure current beatmap is always playable in the active ruleset.

- Add a to TestCasePlaySongSelect testing this scenario
This commit is contained in:
naoey 2018-02-28 08:32:30 +05:30
parent e7bd4ea0c7
commit fb724ca8a7
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GPG Key ID: 3908EC682A3E19C7
2 changed files with 72 additions and 7 deletions

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@ -10,6 +10,7 @@ using osu.Framework.Allocation;
using osu.Framework.Extensions;
using osu.Framework.MathUtils;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Rulesets;
using osu.Game.Screens.Select;
@ -53,10 +54,14 @@ namespace osu.Game.Tests.Visual
public WorkingBeatmap CurrentBeatmap => Beatmap.Value;
public WorkingBeatmap CurrentBeatmapDetailsBeatmap => BeatmapDetails.Beatmap;
public new BeatmapCarousel Carousel => base.Carousel;
public void SetRuleset(RulesetInfo ruleset) => Ruleset.Value = ruleset;
public int? RulesetID => Ruleset.Value.ID;
}
[BackgroundDependencyLoader]
private void load(OsuGameBase game)
private void load(OsuGameBase game, OsuConfigManager config)
{
TestSongSelect songSelect = null;
@ -113,6 +118,24 @@ namespace osu.Game.Tests.Visual
AddStep(@"Sort by Title", delegate { songSelect.FilterControl.Sort = SortMode.Title; });
AddStep(@"Sort by Author", delegate { songSelect.FilterControl.Sort = SortMode.Author; });
AddStep(@"Sort by Difficulty", delegate { songSelect.FilterControl.Sort = SortMode.Difficulty; });
AddWaitStep(5);
AddStep(@"Set unplayable WorkingBeatmap", () =>
{
var testMap = manager.GetAllUsableBeatmapSets().First().Beatmaps.First(b => b.RulesetID != 0);
songSelect.SetRuleset(rulesets.AvailableRulesets.First());
game.Beatmap.Value = manager.GetWorkingBeatmap(testMap);
});
AddAssert(@"WorkingBeatmap changed to playable ruleset", () => songSelect.RulesetID == 0 && game.Beatmap.Value.BeatmapInfo.RulesetID == 0);
AddStep(@"Disallow beatmap conversion", () =>
{
config.GetBindable<bool>(OsuSetting.ShowConvertedBeatmaps).Value = false;
game.Beatmap.Value = manager.GetWorkingBeatmap(manager.GetAllUsableBeatmapSets().First().Beatmaps.First());
});
loadNewSongSelect();
AddWaitStep(3);
AddAssert(@"Ruleset matches beatmap", () => songSelect.RulesetID == game.Beatmap.Value.BeatmapInfo.RulesetID);
}
private BeatmapSetInfo createTestBeatmapSet(int i)
@ -134,7 +157,8 @@ namespace osu.Game.Tests.Visual
new BeatmapInfo
{
OnlineBeatmapID = 1234 + i,
Ruleset = rulesets.AvailableRulesets.First(),
Ruleset = rulesets.AvailableRulesets.ElementAt(0),
RulesetID = 0,
Path = "normal.osu",
Version = "Normal",
BaseDifficulty = new BeatmapDifficulty
@ -145,8 +169,9 @@ namespace osu.Game.Tests.Visual
new BeatmapInfo
{
OnlineBeatmapID = 1235 + i,
Ruleset = rulesets.AvailableRulesets.First(),
Path = "hard.osu",
Ruleset = rulesets.AvailableRulesets.First(r => r.ID != 0),
RulesetID = 1,
Path = "hard.taiko",
Version = "Hard",
BaseDifficulty = new BeatmapDifficulty
{
@ -156,8 +181,9 @@ namespace osu.Game.Tests.Visual
new BeatmapInfo
{
OnlineBeatmapID = 1236 + i,
Ruleset = rulesets.AvailableRulesets.First(),
Path = "insane.osu",
Ruleset = rulesets.AvailableRulesets.ElementAt(2),
RulesetID = 2,
Path = "insane.fruits",
Version = "Insane",
BaseDifficulty = new BeatmapDifficulty
{

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@ -2,6 +2,7 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Linq;
using System.Threading;
using OpenTK;
using OpenTK.Input;
@ -9,12 +10,14 @@ using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Audio.Track;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Framework.Screens;
using osu.Framework.Threading;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Overlays;
@ -63,6 +66,8 @@ namespace osu.Game.Screens.Select
private SampleChannel sampleChangeDifficulty;
private SampleChannel sampleChangeBeatmap;
private Bindable<bool> rulesetConversionAllowed;
private CancellationTokenSource initialAddSetsTask;
private DependencyContainer dependencies;
@ -179,7 +184,7 @@ namespace osu.Game.Screens.Select
}
[BackgroundDependencyLoader(permitNulls: true)]
private void load(BeatmapManager beatmaps, AudioManager audio, DialogOverlay dialog, OsuGame osu, OsuColour colours)
private void load(BeatmapManager beatmaps, AudioManager audio, DialogOverlay dialog, OsuGame osu, OsuColour colours, OsuConfigManager config)
{
dependencies.CacheAs(this);
@ -194,6 +199,8 @@ namespace osu.Game.Screens.Select
if (this.beatmaps == null)
this.beatmaps = beatmaps;
rulesetConversionAllowed = config.GetBindable<bool>(OsuSetting.ShowConvertedBeatmaps);
if (osu != null)
Ruleset.BindTo(osu.Ruleset);
@ -217,7 +224,10 @@ namespace osu.Game.Screens.Select
Beatmap.ValueChanged += b =>
{
if (IsCurrentScreen)
{
Carousel.SelectBeatmap(b?.BeatmapInfo);
ensurePlayableRuleset();
}
};
}
@ -316,6 +326,7 @@ namespace osu.Game.Screens.Select
{
base.OnEntering(last);
ensurePlayableRuleset();
Content.FadeInFromZero(250);
FilterControl.Activate();
}
@ -441,6 +452,34 @@ namespace osu.Game.Screens.Select
}
}
private void ensurePlayableRuleset()
{
if (Beatmap.IsDefault)
// DummyBeatmap won't be playable anyway
return;
bool conversionAllowed = rulesetConversionAllowed.Value;
int? currentRuleset = Ruleset.Value.ID;
int beatmapRuleset = Beatmap.Value.BeatmapInfo.RulesetID;
if (currentRuleset == beatmapRuleset || conversionAllowed && beatmapRuleset == 0)
// Current beatmap is playable, nothing more to do
return;
// Otherwise, first check if the current beatmapset has any playable beatmaps
BeatmapInfo beatmap = Beatmap.Value.BeatmapSetInfo.Beatmaps?.FirstOrDefault(b => b.RulesetID == currentRuleset || conversionAllowed && b.RulesetID == 0);
// If it does then update the WorkingBeatmap
if (beatmap != null)
{
Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap);
return;
}
// If it doesn't, then update the current ruleset so that the current beatmap is playable
Ruleset.Value = Beatmap.Value.BeatmapInfo.Ruleset;
}
private void onBeatmapSetAdded(BeatmapSetInfo s) => Carousel.UpdateBeatmapSet(s);
private void onBeatmapSetRemoved(BeatmapSetInfo s) => Carousel.RemoveBeatmapSet(s);
private void onBeatmapRestored(BeatmapInfo b) => Carousel.UpdateBeatmapSet(beatmaps.QueryBeatmapSet(s => s.ID == b.BeatmapSetInfoID));