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osu-lazer/osu.Game.Tests/Visual/Navigation/TestScenePresentBeatmap.cs
Dean Herbert 778d2a71b4 Remove Task from the inner-most Import method in RealmArchiveModelImporter
One of my pending work items for post-realm merge.

The lowest-level import task is no longer asynchronous, as we don't want
it to span multiple threads to allow easier interaction with realm.
Removing the `Task` spec simplifies a heap of usages.

Individual usages should decide whether they want to run the import
asynchronously, by either using an alternative override or spooling up a
thread themselves.
2022-01-25 15:30:29 +09:00

155 lines
5.7 KiB
C#

// 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.
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));
}
}
}