// 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.IO; using System.Linq; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Screens; using osu.Framework.Testing; using osu.Game.Beatmaps; using osu.Game.Rulesets; using osu.Game.Rulesets.Osu; using osu.Game.Screens.Edit; using osu.Game.Screens.Edit.Setup; using osu.Game.Storyboards; using osu.Game.Tests.Resources; using SharpCompress.Archives; using SharpCompress.Archives.Zip; namespace osu.Game.Tests.Visual.Editing { public class TestSceneEditorBeatmapCreation : EditorTestScene { protected override Ruleset CreateEditorRuleset() => new OsuRuleset(); protected override bool EditorComponentsReady => Editor.ChildrenOfType().SingleOrDefault()?.IsLoaded == true; protected override bool IsolateSavingFromDatabase => false; [Resolved] private BeatmapManager beatmapManager { get; set; } public override void SetUpSteps() { base.SetUpSteps(); // if we save a beatmap with a hash collision, things fall over. // probably needs a more solid resolution in the future but this will do for now. AddStep("make new beatmap unique", () => EditorBeatmap.Metadata.Title = Guid.NewGuid().ToString()); } protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null) => new DummyWorkingBeatmap(Audio, null); [Test] public void TestCreateNewBeatmap() { AddStep("save beatmap", () => Editor.Save()); AddAssert("new beatmap in database", () => beatmapManager.QueryBeatmapSet(s => s.ID == EditorBeatmap.BeatmapInfo.BeatmapSet.ID)?.Value.DeletePending == false); } [Test] public void TestExitWithoutSave() { EditorBeatmap editorBeatmap = null; AddStep("store editor beatmap", () => editorBeatmap = EditorBeatmap); AddStep("exit without save", () => { Editor.Exit(); DialogOverlay.CurrentDialog.PerformOkAction(); }); AddUntilStep("wait for exit", () => !Editor.IsCurrentScreen()); AddAssert("new beatmap not persisted", () => beatmapManager.QueryBeatmapSet(s => s.ID == editorBeatmap.BeatmapInfo.BeatmapSet.ID)?.Value.DeletePending == true); } [Test] public void TestAddAudioTrack() { AddAssert("switch track to real track", () => { var setup = Editor.ChildrenOfType().First(); string temp = TestResources.GetTestBeatmapForImport(); string extractedFolder = $"{temp}_extracted"; Directory.CreateDirectory(extractedFolder); using (var zip = ZipArchive.Open(temp)) zip.WriteToDirectory(extractedFolder); bool success = setup.ChildrenOfType().First().ChangeAudioTrack(Path.Combine(extractedFolder, "03. Renatus - Soleily 192kbps.mp3")); File.Delete(temp); Directory.Delete(extractedFolder, true); return success; }); AddAssert("track length changed", () => Beatmap.Value.Track.Length > 60000); } [Test] public void TestCreateNewDifficulty() { string firstDifficultyName = Guid.NewGuid().ToString(); string secondDifficultyName = Guid.NewGuid().ToString(); AddStep("set unique difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = firstDifficultyName); AddStep("save beatmap", () => Editor.Save()); AddAssert("new beatmap persisted", () => { var beatmap = beatmapManager.QueryBeatmap(b => b.DifficultyName == firstDifficultyName); var set = beatmapManager.QueryBeatmapSet(s => s.ID == EditorBeatmap.BeatmapInfo.BeatmapSet.ID); return beatmap != null && beatmap.DifficultyName == firstDifficultyName && set != null && set.PerformRead(s => s.Beatmaps.Single().ID == beatmap.ID); }); AddAssert("can save again", () => Editor.Save()); AddStep("create new difficulty", () => Editor.CreateNewDifficulty(new OsuRuleset().RulesetInfo)); AddUntilStep("wait for created", () => { string difficultyName = Editor.ChildrenOfType().SingleOrDefault()?.BeatmapInfo.DifficultyName; return difficultyName != null && difficultyName != firstDifficultyName; }); AddStep("set unique difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = secondDifficultyName); AddStep("save beatmap", () => Editor.Save()); AddAssert("new beatmap persisted", () => { var beatmap = beatmapManager.QueryBeatmap(b => b.DifficultyName == secondDifficultyName); var set = beatmapManager.QueryBeatmapSet(s => s.ID == EditorBeatmap.BeatmapInfo.BeatmapSet.ID); return beatmap != null && beatmap.DifficultyName == secondDifficultyName && set != null && set.PerformRead(s => s.Beatmaps.Count == 2 && s.Beatmaps.Any(b => b.DifficultyName == secondDifficultyName)); }); } [Test] public void TestCreateNewBeatmapFailsWithBlankNamedDifficulties() { Guid setId = Guid.Empty; AddStep("retrieve set ID", () => setId = EditorBeatmap.BeatmapInfo.BeatmapSet!.ID); AddStep("save beatmap", () => Editor.Save()); AddAssert("new beatmap persisted", () => { var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId); return set != null && set.PerformRead(s => s.Beatmaps.Count == 1 && s.Files.Count == 1); }); AddStep("try to create new difficulty", () => Editor.CreateNewDifficulty(new OsuRuleset().RulesetInfo)); AddAssert("beatmap set unchanged", () => { var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId); return set != null && set.PerformRead(s => s.Beatmaps.Count == 1 && s.Files.Count == 1); }); } [Test] public void TestCreateNewBeatmapFailsWithSameNamedDifficulties() { Guid setId = Guid.Empty; const string duplicate_difficulty_name = "duplicate"; AddStep("retrieve set ID", () => setId = EditorBeatmap.BeatmapInfo.BeatmapSet!.ID); AddStep("set difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = duplicate_difficulty_name); AddStep("save beatmap", () => Editor.Save()); AddAssert("new beatmap persisted", () => { var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId); return set != null && set.PerformRead(s => s.Beatmaps.Count == 1 && s.Files.Count == 1); }); AddStep("create new difficulty", () => Editor.CreateNewDifficulty(new OsuRuleset().RulesetInfo)); AddUntilStep("wait for created", () => { string difficultyName = Editor.ChildrenOfType().SingleOrDefault()?.BeatmapInfo.DifficultyName; return difficultyName != null && difficultyName != duplicate_difficulty_name; }); AddStep("set difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = duplicate_difficulty_name); AddStep("try to save beatmap", () => Editor.Save()); AddAssert("beatmap set not corrupted", () => { var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId); // the difficulty was already created at the point of the switch. // what we want to check is that both difficulties do not use the same file. return set != null && set.PerformRead(s => s.Beatmaps.Count == 2 && s.Files.Count == 2); }); } } }