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111 lines
3.7 KiB
C#
111 lines
3.7 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Platform;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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namespace osu.Game.Tests.Visual
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{
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public abstract class OsuTestCase : TestCase
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{
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private readonly OsuTestBeatmap beatmap = new OsuTestBeatmap(new DummyWorkingBeatmap());
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protected BindableBeatmap Beatmap => beatmap;
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protected readonly Bindable<RulesetInfo> Ruleset = new Bindable<RulesetInfo>();
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protected DependencyContainer Dependencies { get; private set; }
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private readonly Lazy<Storage> localStorage;
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protected Storage LocalStorage => localStorage.Value;
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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Dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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// This is the earliest we can get OsuGameBase, which is used by the dummy working beatmap to find textures
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beatmap.Default = new DummyWorkingBeatmap(Dependencies.Get<OsuGameBase>());
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Dependencies.CacheAs<Bindable<WorkingBeatmap>>(beatmap);
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Dependencies.CacheAs<IBindable<WorkingBeatmap>>(beatmap);
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Dependencies.CacheAs(Ruleset);
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Dependencies.CacheAs<IBindable<RulesetInfo>>(Ruleset);
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return Dependencies;
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}
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protected OsuTestCase()
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{
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localStorage = new Lazy<Storage>(() => new DesktopStorage($"{GetType().Name}-{Guid.NewGuid()}", null));
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}
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[BackgroundDependencyLoader]
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private void load(AudioManager audioManager, RulesetStore rulesets)
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{
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beatmap.SetAudioManager(audioManager);
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Ruleset.Value = rulesets.AvailableRulesets.First();
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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beatmap?.Value.Track.Stop();
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if (localStorage.IsValueCreated)
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{
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try
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{
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localStorage.Value.DeleteDirectory(".");
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}
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catch
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{
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// we don't really care if this fails; it will just leave folders lying around from test runs.
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}
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}
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}
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protected override ITestCaseTestRunner CreateRunner() => new OsuTestCaseTestRunner();
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public class OsuTestCaseTestRunner : OsuGameBase, ITestCaseTestRunner
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{
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private TestCaseTestRunner.TestRunner runner;
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protected override void LoadAsyncComplete()
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{
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// this has to be run here rather than LoadComplete because
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// TestCase.cs is checking the IsLoaded state (on another thread) and expects
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// the runner to be loaded at that point.
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Add(runner = new TestCaseTestRunner.TestRunner());
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}
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public void RunTestBlocking(TestCase test) => runner.RunTestBlocking(test);
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}
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private class OsuTestBeatmap : BindableBeatmap
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{
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public OsuTestBeatmap(WorkingBeatmap defaultValue)
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: base(defaultValue)
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{
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}
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public void SetAudioManager(AudioManager audioManager) => RegisterAudioManager(audioManager);
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public override BindableBeatmap GetBoundCopy()
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{
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var copy = new OsuTestBeatmap(Default);
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copy.BindTo(this);
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return copy;
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}
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}
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}
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}
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