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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneSkinnableHUDOverlay.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

114 lines
4.1 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 System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Beatmaps;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.HUD;
using osu.Game.Screens.Select.Leaderboards;
using osu.Game.Skinning;
using osu.Game.Tests.Gameplay;
namespace osu.Game.Tests.Visual.Gameplay
{
public partial class TestSceneSkinnableHUDOverlay : SkinnableTestScene
{
private HUDOverlay hudOverlay;
[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(typeof(IGameplayLeaderboardProvider))]
private EmptyGameplayLeaderboardProvider leaderboardProvider = new EmptyGameplayLeaderboardProvider();
private IEnumerable<HUDOverlay> hudOverlays => CreatedDrawables.OfType<HUDOverlay>();
// best way to check without exposing.
private Drawable hideTarget => hudOverlay.ChildrenOfType<SkinnableContainer>().First();
private Drawable keyCounterFlow => hudOverlay.ChildrenOfType<KeyCounterDisplay>().First().ChildrenOfType<FillFlowContainer<KeyCounter>>().Single();
public TestSceneSkinnableHUDOverlay()
{
scoreProcessor = gameplayState.ScoreProcessor;
}
[Test]
public void TestComboCounterIncrementing()
{
createNew();
AddRepeatStep("increase combo", () => scoreProcessor.Combo.Value++, 10);
AddStep("reset combo", () => scoreProcessor.Combo.Value = 0);
}
[Test]
public void TestFadesInOnLoadComplete()
{
float? initialAlpha = null;
createNew(h => h.OnLoadComplete += _ => initialAlpha = hideTarget.Alpha);
AddAssert("initial alpha was less than 1", () => initialAlpha < 1);
}
[Test]
public void TestHideExternally()
{
createNew();
AddStep("set showhud false", () => hudOverlays.ForEach(h => h.ShowHud.Value = false));
AddUntilStep("hidetarget is hidden", () => hideTarget.Alpha, () => Is.LessThanOrEqualTo(0));
AddAssert("pause button is still visible", () => hudOverlay.HoldToQuit.IsPresent);
// Key counter flow container should not be affected by this, only the key counter display will be hidden as checked above.
AddAssert("key counter flow not affected", () => keyCounterFlow.IsPresent);
}
private void createNew(Action<HUDOverlay> action = null)
{
AddStep("create overlay", () =>
{
SetContents(_ =>
{
hudOverlay = new HUDOverlay(new DrawableOsuRuleset(new OsuRuleset(), new OsuBeatmap()), Array.Empty<Mod>());
action?.Invoke(hudOverlay);
return hudOverlay;
});
});
AddUntilStep("HUD overlay loaded", () => hudOverlay.IsAlive);
AddUntilStep("components container loaded",
() => hudOverlay.ChildrenOfType<SkinnableContainer>().Any(scc => scc.ComponentsLoaded));
}
protected override Ruleset CreateRulesetForSkinProvider() => new OsuRuleset();
}
}