using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Threading; using NUnit.Framework; using osu.Framework.Desktop.Platform; using osu.Framework.Platform; using osu.Game.Database; using osu.Game.IPC; using osu.Game.Modes; using osu.Game.Modes.Catch; using osu.Game.Modes.Mania; using osu.Game.Modes.Osu; using osu.Game.Modes.Taiko; using osu.Game.Screens.Play; namespace osu.Game.Tests.Beatmaps.IO { [TestFixture] public class ImportBeatmapTest { const string osz_path = @"../../../osu-resources/osu.Game.Resources/Beatmaps/241526 Soleily - Renatus.osz"; [OneTimeSetUp] public void SetUp() { Ruleset.Register(new OsuRuleset()); Ruleset.Register(new TaikoRuleset()); Ruleset.Register(new ManiaRuleset()); Ruleset.Register(new CatchRuleset()); } [Test] public void TestImportWhenClosed() { //unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here. HeadlessGameHost host = new HeadlessGameHost(); var osu = loadOsu(host); osu.Dependencies.Get().Import(osz_path); ensureLoaded(osu); } [Test] public void TestImportOverIPC() { HeadlessGameHost host = new HeadlessGameHost("host", true); HeadlessGameHost client = new HeadlessGameHost("client", true); Assert.IsTrue(host.IsPrimaryInstance); Assert.IsTrue(!client.IsPrimaryInstance); var osu = loadOsu(host); var importer = new BeatmapImporter(client); if (!importer.Import(osz_path).Wait(1000)) Assert.Fail(@"IPC took too long to send"); ensureLoaded(osu, 10000); } private OsuGameBase loadOsu(BasicGameHost host) { var osu = new OsuGameBase(); host.Add(osu); while (!osu.IsLoaded) Thread.Sleep(1); //reset beatmap database (sqlite and storage backing) osu.Dependencies.Get().Reset(); return osu; } private void ensureLoaded(OsuGameBase osu, int timeout = 100) { IEnumerable resultSets = null; Action waitAction = () => { while ((resultSets = osu.Dependencies.Get() .Query().Where(s => s.BeatmapSetID == 241526)).Count() != 1) Thread.Sleep(1); }; Assert.IsTrue(waitAction.BeginInvoke(null, null).AsyncWaitHandle.WaitOne(timeout), @"BeatmapSet did not import to the database"); //ensure we were stored to beatmap database backing... Assert.IsTrue(resultSets.Count() == 1); IEnumerable resultBeatmaps = null; //if we don't re-check here, the set will be inserted but the beatmaps won't be present yet. waitAction = () => { while ((resultBeatmaps = osu.Dependencies.Get() .Query().Where(s => s.BeatmapSetID == 241526 && s.BaseDifficultyID > 0)).Count() != 12) Thread.Sleep(1); }; Assert.IsTrue(waitAction.BeginInvoke(null, null).AsyncWaitHandle.WaitOne(timeout), @"Beatmaps did not import to the database"); //fetch children and check we can load from the post-storage path... var set = osu.Dependencies.Get().GetChildren(resultSets.First()); Assert.IsTrue(set.Beatmaps.Count == resultBeatmaps.Count()); foreach (BeatmapInfo b in resultBeatmaps) Assert.IsTrue(set.Beatmaps.Any(c => c.BeatmapID == b.BeatmapID)); Assert.IsTrue(set.Beatmaps.Count > 0); var beatmap = osu.Dependencies.Get().GetBeatmap(set.Beatmaps.First(b => b.Mode == PlayMode.Osu)); Assert.IsTrue(beatmap.HitObjects.Count > 0); } } }