// 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. #nullable disable using System; using System.Linq; using NUnit.Framework; using osu.Framework.Screens; using osu.Game.Beatmaps; using osu.Game.Extensions; using osu.Game.Rulesets; using osu.Game.Rulesets.Mania; using osu.Game.Rulesets.Osu; using osu.Game.Screens.Menu; namespace osu.Game.Tests.Visual.Navigation { public class TestScenePresentBeatmap : OsuGameTestScene { [Test] public void TestFromMainMenu() { var firstImport = importBeatmap(1); var secondImport = importBeatmap(3); presentAndConfirm(firstImport); returnToMenu(); presentAndConfirm(secondImport); returnToMenu(); presentSecondDifficultyAndConfirm(firstImport, 1); returnToMenu(); presentSecondDifficultyAndConfirm(secondImport, 3); } [Test] public void TestFromMainMenuDifferentRuleset() { var firstImport = importBeatmap(1); var secondImport = importBeatmap(3, new ManiaRuleset().RulesetInfo); presentAndConfirm(firstImport); returnToMenu(); presentAndConfirm(secondImport); returnToMenu(); presentSecondDifficultyAndConfirm(firstImport, 1); returnToMenu(); presentSecondDifficultyAndConfirm(secondImport, 3); } [Test] public void TestFromSongSelect() { var firstImport = importBeatmap(1); presentAndConfirm(firstImport); var secondImport = importBeatmap(3); presentAndConfirm(secondImport); // Test presenting same beatmap more than once presentAndConfirm(secondImport); presentSecondDifficultyAndConfirm(firstImport, 1); presentSecondDifficultyAndConfirm(secondImport, 3); // Test presenting same beatmap more than once presentSecondDifficultyAndConfirm(secondImport, 3); } [Test] public void TestFromSongSelectDifferentRuleset() { var firstImport = importBeatmap(1); presentAndConfirm(firstImport); var secondImport = importBeatmap(3, new ManiaRuleset().RulesetInfo); presentAndConfirm(secondImport); presentSecondDifficultyAndConfirm(firstImport, 1); presentSecondDifficultyAndConfirm(secondImport, 3); } 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<BeatmapSetInfo> importBeatmap(int i, RulesetInfo ruleset = null) { BeatmapSetInfo imported = null; AddStep($"import beatmap {i}", () => { var metadata = new BeatmapMetadata { Artist = "SomeArtist", Author = { Username = "SomeAuthor" }, Title = $"import {i}" }; imported = Game.BeatmapManager.Import(new BeatmapSetInfo { Hash = Guid.NewGuid().ToString(), OnlineID = i, Beatmaps = { new BeatmapInfo { OnlineID = i * 1024, Metadata = metadata, Difficulty = new BeatmapDifficulty(), Ruleset = ruleset ?? new OsuRuleset().RulesetInfo }, new BeatmapInfo { OnlineID = i * 2048, Metadata = metadata, Difficulty = new BeatmapDifficulty(), Ruleset = ruleset ?? new OsuRuleset().RulesetInfo }, } })?.Value; }); AddAssert($"import {i} succeeded", () => imported != null); return () => imported; } private void presentAndConfirm(Func<BeatmapSetInfo> getImport) { AddStep("present beatmap", () => Game.PresentBeatmap(getImport())); AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is Screens.Select.SongSelect); AddUntilStep("correct beatmap displayed", () => Game.Beatmap.Value.BeatmapSetInfo.MatchesOnlineID(getImport())); AddAssert("correct ruleset selected", () => Game.Ruleset.Value.Equals(getImport().Beatmaps.First().Ruleset)); } private void presentSecondDifficultyAndConfirm(Func<BeatmapSetInfo> getImport, int importedID) { Predicate<BeatmapInfo> pred = b => b.OnlineID == importedID * 2048; AddStep("present difficulty", () => Game.PresentBeatmap(getImport(), pred)); AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is Screens.Select.SongSelect); AddUntilStep("correct beatmap displayed", () => Game.Beatmap.Value.BeatmapInfo.OnlineID == importedID * 2048); AddAssert("correct ruleset selected", () => Game.Ruleset.Value.Equals(getImport().Beatmaps.First().Ruleset)); } } }