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osu-lazer/osu.Game.Tests/Visual/TestCasePlaySongSelect.cs
Dean Herbert 0c24244340 Remove SingletonContextFactory
It is dangerous to use this as it doesn't correctly handle contexts and can cause issues that will never actually arise in normal execution.

# Conflicts:
#	osu.Game/Database/SingletonContextFactory.cs
2018-07-18 16:50:56 +09:00

175 lines
6.1 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions;
using osu.Framework.MathUtils;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Rulesets;
using osu.Game.Screens.Select;
using osu.Game.Screens.Select.Carousel;
using osu.Game.Screens.Select.Filter;
using osu.Game.Tests.Platform;
namespace osu.Game.Tests.Visual
{
[TestFixture]
public class TestCasePlaySongSelect : OsuTestCase
{
private BeatmapManager manager;
private RulesetStore rulesets;
private WorkingBeatmap defaultBeatmap;
public override IReadOnlyList<Type> RequiredTypes => new[]
{
typeof(SongSelect),
typeof(BeatmapCarousel),
typeof(CarouselItem),
typeof(CarouselGroup),
typeof(CarouselGroupEagerSelect),
typeof(CarouselBeatmap),
typeof(CarouselBeatmapSet),
typeof(DrawableCarouselItem),
typeof(CarouselItemState),
typeof(DrawableCarouselBeatmap),
typeof(DrawableCarouselBeatmapSet),
};
private class TestSongSelect : PlaySongSelect
{
public WorkingBeatmap CurrentBeatmap => Beatmap.Value;
public WorkingBeatmap CurrentBeatmapDetailsBeatmap => BeatmapDetails.Beatmap;
public new BeatmapCarousel Carousel => base.Carousel;
}
[BackgroundDependencyLoader]
private void load()
{
TestSongSelect songSelect = null;
var storage = new TestStorage(@"TestCasePlaySongSelect");
// this is by no means clean. should be replacing inside of OsuGameBase somehow.
DatabaseContextFactory factory = new DatabaseContextFactory(storage);
factory.ResetDatabase();
using (var usage = factory.Get())
usage.Migrate();
Dependencies.Cache(rulesets = new RulesetStore(factory));
Dependencies.Cache(manager = new BeatmapManager(storage, factory, rulesets, null, null)
{
DefaultBeatmap = defaultBeatmap = Beatmap.Default
});
void loadNewSongSelect(bool deleteMaps = false) => AddStep("reload song select", () =>
{
if (deleteMaps)
{
manager.Delete(manager.GetAllUsableBeatmapSets());
Beatmap.SetDefault();
}
if (songSelect != null)
{
Remove(songSelect);
songSelect.Dispose();
}
Add(songSelect = new TestSongSelect());
});
loadNewSongSelect(true);
AddWaitStep(3);
AddAssert("dummy selected", () => songSelect.CurrentBeatmap == defaultBeatmap);
AddAssert("dummy shown on wedge", () => songSelect.CurrentBeatmapDetailsBeatmap == defaultBeatmap);
AddStep("import test maps", () =>
{
for (int i = 0; i < 100; i += 10)
manager.Import(createTestBeatmapSet(i));
});
AddWaitStep(3);
AddAssert("random map selected", () => songSelect.CurrentBeatmap != defaultBeatmap);
loadNewSongSelect();
AddWaitStep(3);
AddAssert("random map selected", () => songSelect.CurrentBeatmap != defaultBeatmap);
AddStep(@"Sort by Artist", delegate { songSelect.FilterControl.Sort = SortMode.Artist; });
AddStep(@"Sort by Title", delegate { songSelect.FilterControl.Sort = SortMode.Title; });
AddStep(@"Sort by Author", delegate { songSelect.FilterControl.Sort = SortMode.Author; });
AddStep(@"Sort by Difficulty", delegate { songSelect.FilterControl.Sort = SortMode.Difficulty; });
}
private BeatmapSetInfo createTestBeatmapSet(int i)
{
return new BeatmapSetInfo
{
OnlineBeatmapSetID = 1234 + i,
Hash = new MemoryStream(Encoding.UTF8.GetBytes(Guid.NewGuid().ToString())).ComputeMD5Hash(),
Metadata = new BeatmapMetadata
{
// Create random metadata, then we can check if sorting works based on these
Artist = "MONACA " + RNG.Next(0, 9),
Title = "Black Song " + RNG.Next(0, 9),
AuthorString = "Some Guy " + RNG.Next(0, 9),
},
Beatmaps = new List<BeatmapInfo>(new[]
{
new BeatmapInfo
{
OnlineBeatmapID = 1234 + i,
Ruleset = rulesets.AvailableRulesets.First(),
Path = "normal.osu",
Version = "Normal",
BaseDifficulty = new BeatmapDifficulty
{
OverallDifficulty = 3.5f,
}
},
new BeatmapInfo
{
OnlineBeatmapID = 1235 + i,
Ruleset = rulesets.AvailableRulesets.First(),
Path = "hard.osu",
Version = "Hard",
BaseDifficulty = new BeatmapDifficulty
{
OverallDifficulty = 5,
}
},
new BeatmapInfo
{
OnlineBeatmapID = 1236 + i,
Ruleset = rulesets.AvailableRulesets.First(),
Path = "insane.osu",
Version = "Insane",
BaseDifficulty = new BeatmapDifficulty
{
OverallDifficulty = 7,
}
},
}),
};
}
}
}