// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Linq; using NUnit.Framework; using osu.Framework.Extensions; using osu.Framework.Extensions.IEnumerableExtensions; using osu.Framework.Extensions.ObjectExtensions; using osu.Framework.Screens; using osu.Framework.Testing; using osu.Game.Beatmaps; using osu.Game.Database; using osu.Game.Rulesets.Mania; using osu.Game.Rulesets.Osu; using osu.Game.Screens.Edit; using osu.Game.Screens.Edit.GameplayTest; using osu.Game.Screens.Menu; using osu.Game.Screens.Select; using osu.Game.Tests.Resources; using osuTK.Input; namespace osu.Game.Tests.Visual.Navigation { public partial class TestSceneBeatmapEditorNavigation : OsuGameTestScene { [Test] public void TestEditorGameplayTestAlwaysUsesOriginalRuleset() { BeatmapSetInfo beatmapSet = null!; AddStep("import test beatmap", () => Game.BeatmapManager.Import(TestResources.GetTestBeatmapForImport()).WaitSafely()); AddStep("retrieve beatmap", () => beatmapSet = Game.BeatmapManager.QueryBeatmapSet(set => !set.Protected).AsNonNull().Value.Detach()); AddStep("present beatmap", () => Game.PresentBeatmap(beatmapSet)); AddUntilStep("wait for song select", () => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet) && Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect && songSelect.IsLoaded); AddStep("switch ruleset", () => Game.Ruleset.Value = new ManiaRuleset().RulesetInfo); AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0))); AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse); AddStep("test gameplay", () => ((Editor)Game.ScreenStack.CurrentScreen).TestGameplay()); AddUntilStep("wait for player", () => { // notifications may fire at almost any inopportune time and cause annoying test failures. // relentlessly attempt to dismiss any and all interfering overlays, which includes notifications. // this is theoretically not foolproof, but it's the best that can be done here. Game.CloseAllOverlays(); return Game.ScreenStack.CurrentScreen is EditorPlayer editorPlayer && editorPlayer.IsLoaded; }); AddAssert("current ruleset is osu!", () => Game.Ruleset.Value.Equals(new OsuRuleset().RulesetInfo)); AddStep("exit to song select", () => Game.PerformFromScreen(_ => { }, typeof(PlaySongSelect).Yield())); AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is PlaySongSelect); AddAssert("previous ruleset restored", () => Game.Ruleset.Value.Equals(new ManiaRuleset().RulesetInfo)); } /// /// When entering the editor, a new beatmap is created as part of the asynchronous load process. /// This test ensures that in the case of an early exit from the editor (ie. while it's still loading) /// doesn't leave a dangling beatmap behind. /// /// This may not fail 100% due to timing, but has a pretty high chance of hitting a failure so works well enough /// as a test. /// [Test] public void TestCancelNavigationToEditor() { BeatmapSetInfo[] beatmapSets = null!; AddStep("Fetch initial beatmaps", () => beatmapSets = allBeatmapSets()); AddStep("Set current beatmap to default", () => Game.Beatmap.SetDefault()); AddStep("Push editor loader", () => Game.ScreenStack.Push(new EditorLoader())); AddUntilStep("Wait for loader current", () => Game.ScreenStack.CurrentScreen is EditorLoader); AddStep("Close editor while loading", () => Game.ScreenStack.CurrentScreen.Exit()); AddUntilStep("Wait for menu", () => Game.ScreenStack.CurrentScreen is MainMenu); AddAssert("Check no new beatmaps were made", () => allBeatmapSets().SequenceEqual(beatmapSets)); BeatmapSetInfo[] allBeatmapSets() => Game.Realm.Run(realm => realm.All().Where(x => !x.DeletePending).ToArray()); } [Test] public void TestExitEditorWithoutSelection() { BeatmapSetInfo beatmapSet = null!; AddStep("import test beatmap", () => Game.BeatmapManager.Import(TestResources.GetTestBeatmapForImport()).WaitSafely()); AddStep("retrieve beatmap", () => beatmapSet = Game.BeatmapManager.QueryBeatmapSet(set => !set.Protected).AsNonNull().Value.Detach()); AddStep("present beatmap", () => Game.PresentBeatmap(beatmapSet)); AddUntilStep("wait for song select", () => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet) && Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect && songSelect.IsLoaded); AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0))); AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse); AddStep("escape once", () => InputManager.Key(Key.Escape)); AddUntilStep("wait for editor exit", () => Game.ScreenStack.CurrentScreen is not Editor); } [Test] public void TestExitEditorWithSelection() { BeatmapSetInfo beatmapSet = null!; AddStep("import test beatmap", () => Game.BeatmapManager.Import(TestResources.GetTestBeatmapForImport()).WaitSafely()); AddStep("retrieve beatmap", () => beatmapSet = Game.BeatmapManager.QueryBeatmapSet(set => !set.Protected).AsNonNull().Value.Detach()); AddStep("present beatmap", () => Game.PresentBeatmap(beatmapSet)); AddUntilStep("wait for song select", () => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet) && Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect && songSelect.IsLoaded); AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0))); AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse); AddStep("make selection", () => { var beatmap = getEditorBeatmap(); beatmap.SelectedHitObjects.AddRange(beatmap.HitObjects.Take(5)); }); AddAssert("selection exists", () => getEditorBeatmap().SelectedHitObjects, () => Has.Count.GreaterThan(0)); AddStep("escape once", () => InputManager.Key(Key.Escape)); AddAssert("selection empty", () => getEditorBeatmap().SelectedHitObjects, () => Has.Count.Zero); AddStep("escape again", () => InputManager.Key(Key.Escape)); AddUntilStep("wait for editor exit", () => Game.ScreenStack.CurrentScreen is not Editor); } private EditorBeatmap getEditorBeatmap() => ((Editor)Game.ScreenStack.CurrentScreen).ChildrenOfType().Single(); } }