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mirror of https://github.com/ppy/osu.git synced 2024-11-11 12:17:26 +08:00
osu-lazer/osu.Game.Tests/Database/BackgroundDataStoreProcessorTests.cs
Bartłomiej Dach 0b5be3c40c
Remove outdated test
Non-legacy scores *are* subject to upgrades again - albeit it is *rank*
upgrades that they are subject to.
2024-01-23 12:53:16 +01:00

222 lines
7.9 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.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Rulesets;
using osu.Game.Scoring;
using osu.Game.Scoring.Legacy;
using osu.Game.Screens.Play;
using osu.Game.Tests.Beatmaps.IO;
using osu.Game.Tests.Visual;
namespace osu.Game.Tests.Database
{
[HeadlessTest]
public partial class BackgroundDataStoreProcessorTests : OsuTestScene, ILocalUserPlayInfo
{
public IBindable<bool> IsPlaying => isPlaying;
private readonly Bindable<bool> isPlaying = new Bindable<bool>();
private BeatmapSetInfo importedSet = null!;
[BackgroundDependencyLoader]
private void load(OsuGameBase osu)
{
importedSet = BeatmapImportHelper.LoadQuickOszIntoOsu(osu).GetResultSafely();
}
[SetUpSteps]
public void SetUpSteps()
{
AddStep("Set not playing", () => isPlaying.Value = false);
}
[Test]
public void TestDifficultyProcessing()
{
AddAssert("Difficulty is initially set", () =>
{
return Realm.Run(r =>
{
var beatmapSetInfo = r.Find<BeatmapSetInfo>(importedSet.ID)!;
return beatmapSetInfo.Beatmaps.All(b => b.StarRating > 0);
});
});
AddStep("Reset difficulty", () =>
{
Realm.Write(r =>
{
var beatmapSetInfo = r.Find<BeatmapSetInfo>(importedSet.ID)!;
foreach (var b in beatmapSetInfo.Beatmaps)
b.StarRating = -1;
});
});
AddStep("Run background processor", () =>
{
Add(new TestBackgroundDataStoreProcessor());
});
AddUntilStep("wait for difficulties repopulated", () =>
{
return Realm.Run(r =>
{
var beatmapSetInfo = r.Find<BeatmapSetInfo>(importedSet.ID)!;
return beatmapSetInfo.Beatmaps.All(b => b.StarRating > 0);
});
});
}
[Test]
public void TestDifficultyProcessingWhilePlaying()
{
AddAssert("Difficulty is initially set", () =>
{
return Realm.Run(r =>
{
var beatmapSetInfo = r.Find<BeatmapSetInfo>(importedSet.ID)!;
return beatmapSetInfo.Beatmaps.All(b => b.StarRating > 0);
});
});
AddStep("Set playing", () => isPlaying.Value = true);
AddStep("Reset difficulty", () =>
{
Realm.Write(r =>
{
var beatmapSetInfo = r.Find<BeatmapSetInfo>(importedSet.ID)!;
foreach (var b in beatmapSetInfo.Beatmaps)
b.StarRating = -1;
});
});
AddStep("Run background processor", () =>
{
Add(new TestBackgroundDataStoreProcessor());
});
AddWaitStep("wait some", 500);
AddAssert("Difficulty still not populated", () =>
{
return Realm.Run(r =>
{
var beatmapSetInfo = r.Find<BeatmapSetInfo>(importedSet.ID)!;
return beatmapSetInfo.Beatmaps.All(b => b.StarRating == -1);
});
});
AddStep("Set not playing", () => isPlaying.Value = false);
AddUntilStep("wait for difficulties repopulated", () =>
{
return Realm.Run(r =>
{
var beatmapSetInfo = r.Find<BeatmapSetInfo>(importedSet.ID)!;
return beatmapSetInfo.Beatmaps.All(b => b.StarRating > 0);
});
});
}
[TestCase(30000001)]
[TestCase(30000002)]
[TestCase(30000003)]
[TestCase(30000004)]
[TestCase(30000005)]
public void TestScoreUpgradeSuccess(int scoreVersion)
{
ScoreInfo scoreInfo = null!;
AddStep("Add score which requires upgrade (and has beatmap)", () =>
{
Realm.Write(r =>
{
r.Add(scoreInfo = new ScoreInfo(ruleset: r.All<RulesetInfo>().First(), beatmap: r.All<BeatmapInfo>().First())
{
TotalScoreVersion = scoreVersion,
LegacyTotalScore = 123456,
IsLegacyScore = true,
});
});
});
AddStep("Run background processor", () => Add(new TestBackgroundDataStoreProcessor()));
AddUntilStep("Score version upgraded", () => Realm.Run(r => r.Find<ScoreInfo>(scoreInfo.ID)!.TotalScoreVersion), () => Is.EqualTo(LegacyScoreEncoder.LATEST_VERSION));
AddAssert("Score not marked as failed", () => Realm.Run(r => r.Find<ScoreInfo>(scoreInfo.ID)!.BackgroundReprocessingFailed), () => Is.False);
}
[Test]
public void TestScoreUpgradeFailed()
{
ScoreInfo scoreInfo = null!;
AddStep("Add score which requires upgrade (but has no beatmap)", () =>
{
Realm.Write(r =>
{
r.Add(scoreInfo = new ScoreInfo(ruleset: r.All<RulesetInfo>().First(), beatmap: new BeatmapInfo
{
BeatmapSet = new BeatmapSetInfo(),
Ruleset = r.All<RulesetInfo>().First(),
})
{
TotalScoreVersion = 30000002,
IsLegacyScore = true,
});
});
});
AddStep("Run background processor", () => Add(new TestBackgroundDataStoreProcessor()));
AddUntilStep("Score marked as failed", () => Realm.Run(r => r.Find<ScoreInfo>(scoreInfo.ID)!.BackgroundReprocessingFailed), () => Is.True);
AddAssert("Score version not upgraded", () => Realm.Run(r => r.Find<ScoreInfo>(scoreInfo.ID)!.TotalScoreVersion), () => Is.EqualTo(30000002));
}
[Test]
public void TestCustomRulesetScoreNotSubjectToUpgrades([Values] bool available)
{
RulesetInfo rulesetInfo = null!;
ScoreInfo scoreInfo = null!;
TestBackgroundDataStoreProcessor processor = null!;
AddStep("Add unavailable ruleset", () => Realm.Write(r => r.Add(rulesetInfo = new RulesetInfo
{
ShortName = Guid.NewGuid().ToString(),
Available = available
})));
AddStep("Add score for unavailable ruleset", () => Realm.Write(r => r.Add(scoreInfo = new ScoreInfo(
ruleset: rulesetInfo,
beatmap: r.All<BeatmapInfo>().First())
{
TotalScoreVersion = 30000001
})));
AddStep("Run background processor", () => Add(processor = new TestBackgroundDataStoreProcessor()));
AddUntilStep("Wait for completion", () => processor.Completed);
AddAssert("Score not marked as failed", () => Realm.Run(r => r.Find<ScoreInfo>(scoreInfo.ID)!.BackgroundReprocessingFailed), () => Is.False);
AddAssert("Score version not upgraded", () => Realm.Run(r => r.Find<ScoreInfo>(scoreInfo.ID)!.TotalScoreVersion), () => Is.EqualTo(30000001));
}
public partial class TestBackgroundDataStoreProcessor : BackgroundDataStoreProcessor
{
protected override int TimeToSleepDuringGameplay => 10;
public bool Completed => ProcessingTask.IsCompleted;
}
}
}