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osu-lazer/osu.Game.Tests/Visual/Navigation/TestSceneSongSelectNavigation.cs
T
2025-06-05 03:49:00 +09:00

135 lines
5.3 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.Extensions;
using osu.Framework.Extensions.TypeExtensions;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Overlays;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Screens;
using osu.Game.Screens.Footer;
using osu.Game.Screens.Play;
using osu.Game.Screens.Ranking;
using osu.Game.Screens.SelectV2;
using osu.Game.Tests.Beatmaps.IO;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Navigation
{
/// <summary>
/// Tests copied out of `TestSceneScreenNavigation` which are specific to song select.
/// These are for SongSelectV2. Eventually, the tests in the above class should be deleted along with old song select.
/// </summary>
public partial class TestSceneSongSelectNavigation : OsuGameTestScene
{
[Test]
public void TestRetryFromResults()
{
var getOriginalPlayer = playToResults();
AddStep("attempt to retry", () => ((ResultsScreen)Game.ScreenStack.CurrentScreen).ChildrenOfType<HotkeyRetryOverlay>().First().Action());
AddUntilStep("wait for player", () => Game.ScreenStack.CurrentScreen != getOriginalPlayer() && Game.ScreenStack.CurrentScreen is Player);
}
[Test]
public void TestPushSongSelectAndPressBackButtonImmediately()
{
AddStep("push song select", () => Game.ScreenStack.Push(new SoloSongSelect()));
// TODO: without this step, a critical bug will be hit, see inline comment in `OsuGame.handleBackButton`.
AddUntilStep("Wait for song select", () => Game.ScreenStack.CurrentScreen is SoloSongSelect select && select.IsLoaded);
AddStep("press back button", () => Game.ChildrenOfType<ScreenBackButton>().First().Action!.Invoke());
ConfirmAtMainMenu();
}
[TestCase(true)]
[TestCase(false)]
public void TestSongContinuesAfterExitPlayer(bool withUserPause)
{
Player? player = null;
IWorkingBeatmap beatmap() => Game.Beatmap.Value;
PushAndConfirm(() => new SoloSongSelect());
AddStep("import beatmap", () => BeatmapImportHelper.LoadOszIntoOsu(Game, virtualTrack: true).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
if (withUserPause)
AddStep("pause", () => Game.Dependencies.Get<MusicController>().Stop(true));
AddStep("press enter", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for player", () =>
{
DismissAnyNotifications();
return (player = Game.ScreenStack.CurrentScreen as Player) != null;
});
AddUntilStep("wait for fail", () => player?.GameplayState.HasFailed, () => Is.True);
AddUntilStep("wait for track stop", () => !Game.MusicController.IsPlaying);
AddAssert("Ensure time before preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().BeatmapInfo.Metadata.PreviewTime);
pushEscape();
AddUntilStep("wait for track playing", () => Game.MusicController.IsPlaying);
AddAssert("Ensure time wasn't reset to preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().BeatmapInfo.Metadata.PreviewTime);
}
private Func<Player> playToResults()
{
var player = playToCompletion();
AddUntilStep("wait for results", () => (Game.ScreenStack.CurrentScreen as ResultsScreen)?.IsLoaded == true);
return player;
}
private Func<Player> playToCompletion()
{
Player? player = null;
IWorkingBeatmap beatmap() => Game.Beatmap.Value;
PushAndConfirm(() => new SoloSongSelect());
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
AddStep("set mods", () => Game.SelectedMods.Value = new Mod[] { new OsuModNoFail(), new OsuModDoubleTime { SpeedChange = { Value = 2 } } });
pushEnter();
AddUntilStep("wait for player", () =>
{
DismissAnyNotifications();
return (player = Game.ScreenStack.CurrentScreen as Player) != null;
});
AddUntilStep("wait for track playing", () => beatmap().Track.IsRunning);
AddStep("seek to near end", () => player.ChildrenOfType<GameplayClockContainer>().First().Seek(beatmap().Beatmap.HitObjects[^1].StartTime - 1000));
AddUntilStep("wait for complete", () => player?.GameplayState.HasPassed, () => Is.True);
return () => player!;
}
private void waitForScreen<T>() where T : OsuScreen =>
AddUntilStep($"Wait for {typeof(T).ReadableName()}", () => Game.ScreenStack.CurrentScreen is T screen && screen.IsLoaded);
private void pushEnter() =>
AddStep("Press enter", () => InputManager.Key(Key.Enter));
private void pushEscape() =>
AddStep("Press escape", () => InputManager.Key(Key.Escape));
}
}