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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneSkinEditorMultipleSkins.cs
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Bartłomiej Dach 6416f59c7b Disallow placing gameplay leaderboard in skins outside player
Closes https://github.com/ppy/osu/issues/33542.

For a diff this simple this took much more hemming and hawing because
things are a bit annoying here from a few angles:

- The only way that is considered idiomatic right now for a skin
  component to not be applicable to a screen is to require a dependency
  from DI that is only provided by applicable screens.
  `DrawableGameplayLeaderboard` has a few of those dependencies, but the
  scope of all the usages makes it so that the only really viable one to
  use here is `IGameplayLeaderboardProvider` itself (see: visual tests,
  and also the usage of multiplayer spectator, where the leaderboard is
  *not* under a player instance).

- The smelly part of this is that the `Player` inheritance hierarchy
  must ensure that *every* non-abstract class has an
  `IGameplayLeaderboardProvider` cached. It is not trivial - if not
  straight up impossible - to force this via some `Player` level
  abstract method, because such a method would need to somehow
  accommodate all possible leaderboard providers. That however also
  means that every possible future `Player` implementor *must inherently
  know* to also cache a leaderboard provider lest it die at runtime. I
  don't love that, but I also don't see better alternatives.

- Speaking of which, I also noticed that solo spectator and playlists
  don't have gameplay leaderboards. At all. Which I don't believe to be
  something that I broke with the leaderboard work - I'm pretty sure
  that was the pre-existing state - however I don't see any reason why
  they *couldn't* receive gameplay leaderboards. I'm not doing that
  here, though, just leaving TODOs for later.
2025-06-09 13:11:29 +02:00

90 lines
3.1 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.
#nullable disable
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Game.Overlays.SkinEditor;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Scoring;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.HUD;
using osu.Game.Screens.Select.Leaderboards;
using osu.Game.Tests.Gameplay;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Gameplay
{
public partial class TestSceneSkinEditorMultipleSkins : SkinnableTestScene
{
[Cached(typeof(ScoreProcessor))]
private ScoreProcessor scoreProcessor { get; set; }
[Cached(typeof(HealthProcessor))]
private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
[Cached]
private GameplayState gameplayState = TestGameplayState.Create(new OsuRuleset());
[Cached(typeof(IGameplayClock))]
private readonly IGameplayClock gameplayClock = new GameplayClockContainer(new TrackVirtual(60000), false, false);
[Cached]
public readonly EditorClipboard Clipboard = new EditorClipboard();
[Cached(typeof(IGameplayLeaderboardProvider))]
private EmptyGameplayLeaderboardProvider leaderboardProvider = new EmptyGameplayLeaderboardProvider();
public TestSceneSkinEditorMultipleSkins()
{
scoreProcessor = gameplayState.ScoreProcessor;
}
[SetUpSteps]
public void SetUpSteps()
{
AddStep("create editor overlay", () =>
{
SetContents(_ =>
{
var ruleset = new OsuRuleset();
var mods = new[] { ruleset.GetAutoplayMod() };
var working = CreateWorkingBeatmap(ruleset.RulesetInfo);
var beatmap = working.GetPlayableBeatmap(ruleset.RulesetInfo, mods);
var drawableRuleset = ruleset.CreateDrawableRulesetWith(beatmap, mods);
var hudOverlay = new HUDOverlay(drawableRuleset, mods)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
};
// Add any key just to display the key counter visually.
hudOverlay.InputCountController.Add(new KeyCounterKeyboardTrigger(Key.Space));
scoreProcessor.Combo.Value = 1;
return new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
drawableRuleset,
hudOverlay,
new SkinEditor(hudOverlay),
}
};
});
});
}
protected override Ruleset CreateRulesetForSkinProvider() => new OsuRuleset();
}
}