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# Conflicts: # osu.Game/Screens/Multi/Match/MatchSubScreen.cs # osu.Game/Screens/Multi/Multiplayer.cs # osu.Game/Screens/Multi/MultiplayerSubScreen.cs # osu.Game/Screens/OsuScreen.cs # osu.Game/osu.Game.csproj # osu.sln
140 lines
3.9 KiB
C#
140 lines
3.9 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.Graphics.Shapes;
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using osu.Framework.Lists;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Visual
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{
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public abstract class TestCasePlayer : ScreenTestCase
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{
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private readonly Ruleset ruleset;
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protected Player Player;
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protected TestCasePlayer(Ruleset ruleset)
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{
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this.ruleset = ruleset;
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}
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protected TestCasePlayer()
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{
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}
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[BackgroundDependencyLoader]
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private void load(RulesetStore rulesets)
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{
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Add(new Box
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{
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RelativeSizeAxes = Framework.Graphics.Axes.Both,
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Colour = Color4.Black,
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Depth = int.MaxValue
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});
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if (ruleset != null)
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{
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Player p = null;
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AddStep(ruleset.RulesetInfo.Name, () => p = loadPlayerFor(ruleset));
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AddCheckSteps(() => p);
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}
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else
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{
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foreach (var r in rulesets.AvailableRulesets)
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{
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Player p = null;
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AddStep(r.Name, () => p = loadPlayerFor(r));
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AddCheckSteps(() => p);
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AddUntilStep(() =>
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{
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p = null;
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GC.Collect();
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GC.WaitForPendingFinalizers();
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int count = 0;
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workingWeakReferences.ForEachAlive(_ => count++);
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return count == 1;
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}, "no leaked beatmaps");
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AddUntilStep(() =>
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{
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GC.Collect();
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GC.WaitForPendingFinalizers();
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int count = 0;
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playerWeakReferences.ForEachAlive(_ => count++);
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return count == 1;
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}, "no leaked players");
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}
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}
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}
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protected virtual void AddCheckSteps(Func<Player> player)
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{
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AddUntilStep(() => player().IsLoaded, "player loaded");
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}
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protected virtual IBeatmap CreateBeatmap(Ruleset ruleset) => new TestBeatmap(ruleset.RulesetInfo);
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private readonly WeakList<WorkingBeatmap> workingWeakReferences = new WeakList<WorkingBeatmap>();
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private readonly WeakList<Player> playerWeakReferences = new WeakList<Player>();
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private Player loadPlayerFor(RulesetInfo ri)
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{
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Ruleset.Value = ri;
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return loadPlayerFor(ri.CreateInstance());
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}
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private Player loadPlayerFor(Ruleset r)
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{
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var beatmap = CreateBeatmap(r);
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var working = new TestWorkingBeatmap(beatmap);
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workingWeakReferences.Add(working);
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Beatmap.Value = working;
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Beatmap.Value.Mods.Value = new[] { r.GetAllMods().First(m => m is ModNoFail) };
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Player?.Exit();
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var player = CreatePlayer(r);
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playerWeakReferences.Add(player);
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LoadComponentAsync(player, p =>
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{
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Player = p;
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LoadScreen(p);
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});
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return player;
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}
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protected override void Update()
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{
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base.Update();
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// note that this will override any mod rate application
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Beatmap.Value.Track.Rate = Clock.Rate;
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}
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protected virtual Player CreatePlayer(Ruleset ruleset) => new Player
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{
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AllowPause = false,
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AllowLeadIn = false,
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AllowResults = false,
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};
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}
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}
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