// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Linq; using NUnit.Framework; using osu.Framework.Screens; using osu.Framework.Testing; using osu.Game.Beatmaps; using osu.Game.Rulesets; using osu.Game.Rulesets.Mania; using osu.Game.Rulesets.Osu; using osu.Game.Scoring; using osu.Game.Screens; using osu.Game.Screens.Menu; using osu.Game.Screens.Play; using osu.Game.Screens.Ranking; namespace osu.Game.Tests.Visual.Navigation { public class TestScenePresentScore : OsuGameTestScene { private BeatmapSetInfo beatmap; [SetUpSteps] public new void SetUpSteps() { AddStep("import beatmap", () => { var difficulty = new BeatmapDifficulty(); var metadata = new BeatmapMetadata { Artist = "SomeArtist", AuthorString = "SomeAuthor", Title = "import" }; beatmap = Game.BeatmapManager.Import(new BeatmapSetInfo { Hash = Guid.NewGuid().ToString(), OnlineID = 1, Metadata = metadata, Beatmaps = { new BeatmapInfo { OnlineID = 1 * 1024, Metadata = metadata, BaseDifficulty = difficulty, Ruleset = new OsuRuleset().RulesetInfo }, new BeatmapInfo { OnlineID = 1 * 2048, Metadata = metadata, BaseDifficulty = difficulty, Ruleset = new OsuRuleset().RulesetInfo }, } }).Result.Value; }); } [Test] public void TestFromMainMenu([Values] ScorePresentType type) { var firstImport = importScore(1); var secondImport = importScore(3); presentAndConfirm(firstImport, type); returnToMenu(); presentAndConfirm(secondImport, type); returnToMenu(); returnToMenu(); } [Test] public void TestFromMainMenuDifferentRuleset([Values] ScorePresentType type) { var firstImport = importScore(1); var secondImport = importScore(3, new ManiaRuleset().RulesetInfo); presentAndConfirm(firstImport, type); returnToMenu(); presentAndConfirm(secondImport, type); returnToMenu(); returnToMenu(); } [Test] public void TestFromSongSelect([Values] ScorePresentType type) { var firstImport = importScore(1); presentAndConfirm(firstImport, type); var secondImport = importScore(3); presentAndConfirm(secondImport, type); } [Test] public void TestFromSongSelectDifferentRuleset([Values] ScorePresentType type) { var firstImport = importScore(1); presentAndConfirm(firstImport, type); var secondImport = importScore(3, new ManiaRuleset().RulesetInfo); presentAndConfirm(secondImport, type); } private void returnToMenu() { // if we don't pause, there's a chance the track may change at the main menu out of our control (due to reaching the end of the track). AddStep("pause audio", () => { if (Game.MusicController.IsPlaying) Game.MusicController.TogglePause(); }); AddStep("return to menu", () => Game.ScreenStack.CurrentScreen.Exit()); AddUntilStep("wait for menu", () => Game.ScreenStack.CurrentScreen is MainMenu); } private Func importScore(int i, RulesetInfo ruleset = null) { ScoreInfo imported = null; AddStep($"import score {i}", () => { imported = Game.ScoreManager.Import(new ScoreInfo { Hash = Guid.NewGuid().ToString(), OnlineID = i, BeatmapInfo = beatmap.Beatmaps.First(), Ruleset = ruleset ?? new OsuRuleset().RulesetInfo }).Result.Value; }); AddAssert($"import {i} succeeded", () => imported != null); return () => imported; } /// /// Some tests test waiting for a particular screen twice in a row, but expect a new instance each time. /// There's a case where they may succeed incorrectly if we don't compare against the previous instance. /// private IScreen lastWaitedScreen; private void presentAndConfirm(Func getImport, ScorePresentType type) { AddStep("present score", () => Game.PresentScore(getImport(), type)); switch (type) { case ScorePresentType.Results: AddUntilStep("wait for results", () => lastWaitedScreen != Game.ScreenStack.CurrentScreen && Game.ScreenStack.CurrentScreen is ResultsScreen); AddStep("store last waited screen", () => lastWaitedScreen = Game.ScreenStack.CurrentScreen); AddUntilStep("correct score displayed", () => ((ResultsScreen)Game.ScreenStack.CurrentScreen).Score.Equals(getImport())); AddAssert("correct ruleset selected", () => Game.Ruleset.Value.Equals(getImport().Ruleset)); break; case ScorePresentType.Gameplay: AddUntilStep("wait for player loader", () => lastWaitedScreen != Game.ScreenStack.CurrentScreen && Game.ScreenStack.CurrentScreen is ReplayPlayerLoader); AddStep("store last waited screen", () => lastWaitedScreen = Game.ScreenStack.CurrentScreen); AddUntilStep("correct score displayed", () => ((ReplayPlayerLoader)Game.ScreenStack.CurrentScreen).Score.Equals(getImport())); AddAssert("correct ruleset selected", () => Game.Ruleset.Value.Equals(getImport().Ruleset)); break; } } } }