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66613cbaa4
The previous assert step was optimistically assuming that the async continuation that writes the value of `FakeImportingPlayer.ImportedScore` always completes before it, but that's not necessarily true even if the continuation is instant (it is still subject to things like task scheduling and TPL thread pool limits). To ensure no spurious failures, swap out the assert step for an until step instead.
377 lines
14 KiB
C#
377 lines
14 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 System.Threading;
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using System.Threading.Tasks;
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using NUnit.Framework;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Online.API;
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using osu.Game.Online.Rooms;
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using osu.Game.Online.Solo;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mania;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko;
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using osu.Game.Scoring;
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using osu.Game.Screens.Ranking;
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using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestScenePlayerScoreSubmission : PlayerTestScene
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{
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protected override bool AllowFail => allowFail;
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private bool allowFail;
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private Func<RulesetInfo, IBeatmap> createCustomBeatmap;
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private Func<Ruleset> createCustomRuleset;
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private DummyAPIAccess dummyAPI => (DummyAPIAccess)API;
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protected override bool HasCustomSteps => true;
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new FakeImportingPlayer(false);
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protected new FakeImportingPlayer Player => (FakeImportingPlayer)base.Player;
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protected override Ruleset CreatePlayerRuleset() => createCustomRuleset?.Invoke() ?? new OsuRuleset();
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => createCustomBeatmap?.Invoke(ruleset) ?? createTestBeatmap(ruleset);
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private IBeatmap createTestBeatmap(RulesetInfo ruleset)
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{
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var beatmap = (TestBeatmap)base.CreateBeatmap(ruleset);
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beatmap.HitObjects = beatmap.HitObjects.Take(10).ToList();
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return beatmap;
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}
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[Test]
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public void TestNoSubmissionOnResultsWithNoToken()
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{
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prepareTestAPI(false);
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createPlayerTest();
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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addFakeHit();
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AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
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AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen);
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AddAssert("ensure no submission", () => Player.SubmittedScore == null);
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}
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[Test]
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public void TestSubmissionOnResults()
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{
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prepareTestAPI(true);
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createPlayerTest();
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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addFakeHit();
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AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
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AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen);
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AddAssert("ensure passing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == true);
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}
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[Test]
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public void TestSubmissionForDifferentRuleset()
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{
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prepareTestAPI(true);
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createPlayerTest(createRuleset: () => new TaikoRuleset());
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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addFakeHit();
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AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
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AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen);
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AddAssert("ensure passing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == true);
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AddAssert("submitted score has correct ruleset ID", () => Player.SubmittedScore?.ScoreInfo.RulesetID == new TaikoRuleset().RulesetInfo.ID);
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}
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[Test]
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public void TestSubmissionForConvertedBeatmap()
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{
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prepareTestAPI(true);
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createPlayerTest(createRuleset: () => new ManiaRuleset(), createBeatmap: _ => createTestBeatmap(new OsuRuleset().RulesetInfo));
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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addFakeHit();
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AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
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AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen);
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AddAssert("ensure passing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == true);
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AddAssert("submitted score has correct ruleset ID", () => Player.SubmittedScore?.ScoreInfo.RulesetID == new ManiaRuleset().RulesetInfo.ID);
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}
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[Test]
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public void TestNoSubmissionOnExitWithNoToken()
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{
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prepareTestAPI(false);
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createPlayerTest();
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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addFakeHit();
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AddStep("exit", () => Player.Exit());
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AddAssert("ensure no submission", () => Player.SubmittedScore == null);
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}
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[Test]
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public void TestNoSubmissionOnEmptyFail()
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{
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prepareTestAPI(true);
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createPlayerTest(true);
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddStep("exit", () => Player.Exit());
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AddAssert("ensure no submission", () => Player.SubmittedScore == null);
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}
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[Test]
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public void TestSubmissionOnFail()
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{
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prepareTestAPI(true);
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createPlayerTest(true);
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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addFakeHit();
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddStep("exit", () => Player.Exit());
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AddAssert("ensure failing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == false);
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}
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[Test]
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public void TestNoSubmissionOnEmptyExit()
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{
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prepareTestAPI(true);
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createPlayerTest();
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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AddStep("exit", () => Player.Exit());
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AddAssert("ensure no submission", () => Player.SubmittedScore == null);
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}
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[Test]
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public void TestSubmissionOnExit()
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{
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prepareTestAPI(true);
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createPlayerTest();
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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addFakeHit();
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AddStep("exit", () => Player.Exit());
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AddAssert("ensure failing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == false);
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}
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[Test]
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public void TestSubmissionOnExitDuringImport()
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{
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prepareTestAPI(true);
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createPlayerTest();
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AddStep("block imports", () => Player.AllowImportCompletion.Wait());
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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addFakeHit();
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AddUntilStep("wait for import to start", () => Player.ScoreImportStarted);
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AddStep("exit", () => Player.Exit());
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AddStep("allow import to proceed", () => Player.AllowImportCompletion.Release(1));
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AddUntilStep("ensure submission", () => Player.SubmittedScore != null && Player.ImportedScore != null);
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}
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[Test]
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public void TestNoSubmissionOnLocalBeatmap()
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{
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prepareTestAPI(true);
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createPlayerTest(false, r =>
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{
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var beatmap = createTestBeatmap(r);
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beatmap.BeatmapInfo.OnlineID = null;
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return beatmap;
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});
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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addFakeHit();
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AddStep("exit", () => Player.Exit());
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AddAssert("ensure no submission", () => Player.SubmittedScore == null);
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}
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[TestCase(null)]
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[TestCase(10)]
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public void TestNoSubmissionOnCustomRuleset(int? rulesetId)
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{
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prepareTestAPI(true);
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createPlayerTest(false, createRuleset: () => new OsuRuleset { RulesetInfo = { OnlineID = rulesetId ?? -1 } });
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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addFakeHit();
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AddStep("exit", () => Player.Exit());
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AddAssert("ensure no submission", () => Player.SubmittedScore == null);
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}
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private void createPlayerTest(bool allowFail = false, Func<RulesetInfo, IBeatmap> createBeatmap = null, Func<Ruleset> createRuleset = null)
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{
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CreateTest(() => AddStep("set up requirements", () =>
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{
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this.allowFail = allowFail;
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createCustomBeatmap = createBeatmap;
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createCustomRuleset = createRuleset;
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}));
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}
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private void prepareTestAPI(bool validToken)
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{
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AddStep("Prepare test API", () =>
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{
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dummyAPI.HandleRequest = request =>
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{
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switch (request)
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{
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case CreateSoloScoreRequest tokenRequest:
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if (validToken)
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tokenRequest.TriggerSuccess(new APIScoreToken { ID = 1234 });
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else
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tokenRequest.TriggerFailure(new APIException("something went wrong!", null));
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return true;
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case SubmitSoloScoreRequest submissionRequest:
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if (validToken)
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{
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var requestScore = submissionRequest.Score;
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submissionRequest.TriggerSuccess(new MultiplayerScore
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{
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ID = 1234,
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User = dummyAPI.LocalUser.Value,
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Rank = requestScore.Rank,
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TotalScore = requestScore.TotalScore,
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Accuracy = requestScore.Accuracy,
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MaxCombo = requestScore.MaxCombo,
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Mods = requestScore.Mods,
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Statistics = requestScore.Statistics,
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Passed = requestScore.Passed,
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EndedAt = DateTimeOffset.Now,
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Position = 1
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});
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return true;
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}
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break;
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}
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return false;
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};
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});
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}
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private void addFakeHit()
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{
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AddUntilStep("wait for first result", () => Player.Results.Count > 0);
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AddStep("force successfuly hit", () =>
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{
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Player.ScoreProcessor.RevertResult(Player.Results.First());
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Player.ScoreProcessor.ApplyResult(new OsuJudgementResult(Beatmap.Value.Beatmap.HitObjects.First(), new OsuJudgement())
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{
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Type = HitResult.Great,
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});
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});
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}
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protected class FakeImportingPlayer : TestPlayer
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{
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public bool ScoreImportStarted { get; set; }
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public SemaphoreSlim AllowImportCompletion { get; }
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public Score ImportedScore { get; private set; }
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public FakeImportingPlayer(bool allowPause = true, bool showResults = true, bool pauseOnFocusLost = false)
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: base(allowPause, showResults, pauseOnFocusLost)
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{
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AllowImportCompletion = new SemaphoreSlim(1);
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}
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protected override async Task ImportScore(Score score)
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{
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ScoreImportStarted = true;
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await AllowImportCompletion.WaitAsync().ConfigureAwait(false);
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ImportedScore = score;
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// It was discovered that Score members could sometimes be half-populated.
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// In particular, the RulesetID property could be set to 0 even on non-osu! maps.
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// We want to test that the state of that property is consistent in this test.
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// EF makes this impossible.
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//
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// First off, because of the EF navigational property-explicit foreign key field duality,
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// it can happen that - for example - the Ruleset navigational property is correctly initialised to mania,
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// but the RulesetID foreign key property is not initialised and remains 0.
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// EF silently bypasses this by prioritising the Ruleset navigational property over the RulesetID foreign key one.
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//
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// Additionally, adding an entity to an EF DbSet CAUSES SIDE EFFECTS with regard to the foreign key property.
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// In the above instance, if a ScoreInfo with Ruleset = {mania} and RulesetID = 0 is attached to an EF context,
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// RulesetID WILL BE SILENTLY SET TO THE CORRECT VALUE of 3.
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//
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// For the above reasons, actual importing is disabled in this test.
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}
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}
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}
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}
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