// 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 System.Threading.Tasks; using NUnit.Framework; using osu.Framework.Screens; using osu.Game.Beatmaps; using osu.Game.Online.API; using osu.Game.Online.Rooms; using osu.Game.Online.Solo; using osu.Game.Rulesets; using osu.Game.Rulesets.Mania; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Osu; using osu.Game.Rulesets.Osu.Judgements; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Taiko; using osu.Game.Scoring; using osu.Game.Screens.Ranking; using osu.Game.Tests.Beatmaps; namespace osu.Game.Tests.Visual.Gameplay { public class TestScenePlayerScoreSubmission : PlayerTestScene { protected override bool AllowFail => allowFail; private bool allowFail; private Func createCustomBeatmap; private Func createCustomRuleset; private DummyAPIAccess dummyAPI => (DummyAPIAccess)API; protected override bool HasCustomSteps => true; protected override TestPlayer CreatePlayer(Ruleset ruleset) => new NonImportingPlayer(false); protected override Ruleset CreatePlayerRuleset() => createCustomRuleset?.Invoke() ?? new OsuRuleset(); protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => createCustomBeatmap?.Invoke(ruleset) ?? createTestBeatmap(ruleset); private IBeatmap createTestBeatmap(RulesetInfo ruleset) { var beatmap = (TestBeatmap)base.CreateBeatmap(ruleset); beatmap.HitObjects = beatmap.HitObjects.Take(10).ToList(); return beatmap; } [Test] public void TestNoSubmissionOnResultsWithNoToken() { prepareTokenResponse(false); createPlayerTest(); AddUntilStep("wait for token request", () => Player.TokenCreationRequested); AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning); addFakeHit(); AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime())); AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen); AddAssert("ensure no submission", () => Player.SubmittedScore == null); } [Test] public void TestSubmissionOnResults() { prepareTokenResponse(true); createPlayerTest(); AddUntilStep("wait for token request", () => Player.TokenCreationRequested); AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning); addFakeHit(); AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime())); AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen); AddAssert("ensure passing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == true); } [Test] public void TestSubmissionForDifferentRuleset() { prepareTokenResponse(true); createPlayerTest(createRuleset: () => new TaikoRuleset()); AddUntilStep("wait for token request", () => Player.TokenCreationRequested); AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning); addFakeHit(); AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime())); AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen); AddAssert("ensure passing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == true); AddAssert("submitted score has correct ruleset ID", () => Player.SubmittedScore?.ScoreInfo.RulesetID == new TaikoRuleset().RulesetInfo.ID); } [Test] public void TestSubmissionForConvertedBeatmap() { prepareTokenResponse(true); createPlayerTest(createRuleset: () => new ManiaRuleset(), createBeatmap: _ => createTestBeatmap(new OsuRuleset().RulesetInfo)); AddUntilStep("wait for token request", () => Player.TokenCreationRequested); AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning); addFakeHit(); AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime())); AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen); AddAssert("ensure passing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == true); AddAssert("submitted score has correct ruleset ID", () => Player.SubmittedScore?.ScoreInfo.RulesetID == new ManiaRuleset().RulesetInfo.ID); } [Test] public void TestNoSubmissionOnExitWithNoToken() { prepareTokenResponse(false); createPlayerTest(); AddUntilStep("wait for token request", () => Player.TokenCreationRequested); AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning); addFakeHit(); AddStep("exit", () => Player.Exit()); AddAssert("ensure no submission", () => Player.SubmittedScore == null); } [Test] public void TestNoSubmissionOnEmptyFail() { prepareTokenResponse(true); createPlayerTest(true); AddUntilStep("wait for token request", () => Player.TokenCreationRequested); AddUntilStep("wait for fail", () => Player.HasFailed); AddStep("exit", () => Player.Exit()); AddAssert("ensure no submission", () => Player.SubmittedScore == null); } [Test] public void TestSubmissionOnFail() { prepareTokenResponse(true); createPlayerTest(true); AddUntilStep("wait for token request", () => Player.TokenCreationRequested); addFakeHit(); AddUntilStep("wait for fail", () => Player.HasFailed); AddStep("exit", () => Player.Exit()); AddAssert("ensure failing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == false); } [Test] public void TestNoSubmissionOnEmptyExit() { prepareTokenResponse(true); createPlayerTest(); AddUntilStep("wait for token request", () => Player.TokenCreationRequested); AddStep("exit", () => Player.Exit()); AddAssert("ensure no submission", () => Player.SubmittedScore == null); } [Test] public void TestSubmissionOnExit() { prepareTokenResponse(true); createPlayerTest(); AddUntilStep("wait for token request", () => Player.TokenCreationRequested); addFakeHit(); AddStep("exit", () => Player.Exit()); AddAssert("ensure failing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == false); } [Test] public void TestNoSubmissionOnLocalBeatmap() { prepareTokenResponse(true); createPlayerTest(false, r => { var beatmap = createTestBeatmap(r); beatmap.BeatmapInfo.OnlineBeatmapID = null; return beatmap; }); AddUntilStep("wait for token request", () => Player.TokenCreationRequested); addFakeHit(); AddStep("exit", () => Player.Exit()); AddAssert("ensure no submission", () => Player.SubmittedScore == null); } [Test] public void TestNoSubmissionOnCustomRuleset() { prepareTokenResponse(true); createPlayerTest(false, createRuleset: () => new OsuRuleset { RulesetInfo = { ID = 10 } }); AddUntilStep("wait for token request", () => Player.TokenCreationRequested); addFakeHit(); AddStep("exit", () => Player.Exit()); AddAssert("ensure no submission", () => Player.SubmittedScore == null); } private void createPlayerTest(bool allowFail = false, Func createBeatmap = null, Func createRuleset = null) { CreateTest(() => AddStep("set up requirements", () => { this.allowFail = allowFail; createCustomBeatmap = createBeatmap; createCustomRuleset = createRuleset; })); } private void prepareTokenResponse(bool validToken) { AddStep("Prepare test API", () => { dummyAPI.HandleRequest = request => { switch (request) { case CreateSoloScoreRequest tokenRequest: if (validToken) tokenRequest.TriggerSuccess(new APIScoreToken { ID = 1234 }); else tokenRequest.TriggerFailure(new APIException("something went wrong!", null)); return true; } return false; }; }); } private void addFakeHit() { AddUntilStep("wait for first result", () => Player.Results.Count > 0); AddStep("force successfuly hit", () => { Player.ScoreProcessor.RevertResult(Player.Results.First()); Player.ScoreProcessor.ApplyResult(new OsuJudgementResult(Beatmap.Value.Beatmap.HitObjects.First(), new OsuJudgement()) { Type = HitResult.Great, }); }); } private class NonImportingPlayer : TestPlayer { public NonImportingPlayer(bool allowPause = true, bool showResults = true, bool pauseOnFocusLost = false) : base(allowPause, showResults, pauseOnFocusLost) { } protected override Task ImportScore(Score score) { // It was discovered that Score members could sometimes be half-populated. // In particular, the RulesetID property could be set to 0 even on non-osu! maps. // We want to test that the state of that property is consistent in this test. // EF makes this impossible. // // First off, because of the EF navigational property-explicit foreign key field duality, // it can happen that - for example - the Ruleset navigational property is correctly initialised to mania, // but the RulesetID foreign key property is not initialised and remains 0. // EF silently bypasses this by prioritising the Ruleset navigational property over the RulesetID foreign key one. // // Additionally, adding an entity to an EF DbSet CAUSES SIDE EFFECTS with regard to the foreign key property. // In the above instance, if a ScoreInfo with Ruleset = {mania} and RulesetID = 0 is attached to an EF context, // RulesetID WILL BE SILENTLY SET TO THE CORRECT VALUE of 3. // // For the above reasons, importing is disabled in this test. return Task.CompletedTask; } } } }