mirror of
https://github.com/ppy/osu.git
synced 2024-11-19 04:35:03 +08:00
210 lines
8.6 KiB
C#
210 lines
8.6 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.Linq;
|
|
using NUnit.Framework;
|
|
using osu.Framework.Screens;
|
|
using osu.Framework.Testing;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Online.API;
|
|
using osu.Game.Rulesets;
|
|
using osu.Game.Rulesets.Catch;
|
|
using osu.Game.Rulesets.Mania;
|
|
using osu.Game.Rulesets.Osu;
|
|
using osu.Game.Scoring;
|
|
using osu.Game.Screens;
|
|
using osu.Game.Screens.Menu;
|
|
using osu.Game.Screens.Play;
|
|
using osu.Game.Screens.Ranking;
|
|
using osu.Game.Screens.Select;
|
|
|
|
namespace osu.Game.Tests.Visual.Navigation
|
|
{
|
|
public class TestScenePresentScore : OsuGameTestScene
|
|
{
|
|
private BeatmapSetInfo beatmap;
|
|
|
|
[SetUpSteps]
|
|
public new void SetUpSteps()
|
|
{
|
|
AddStep("import beatmap", () =>
|
|
{
|
|
beatmap = Game.BeatmapManager.Import(new BeatmapSetInfo
|
|
{
|
|
Hash = Guid.NewGuid().ToString(),
|
|
OnlineID = 1,
|
|
Beatmaps =
|
|
{
|
|
new BeatmapInfo
|
|
{
|
|
OnlineID = 1 * 1024,
|
|
Metadata = new BeatmapMetadata
|
|
{
|
|
Artist = "SomeArtist",
|
|
Author = { Username = "SomeAuthor" },
|
|
Title = "import"
|
|
},
|
|
Difficulty = new BeatmapDifficulty(),
|
|
Ruleset = new OsuRuleset().RulesetInfo
|
|
},
|
|
new BeatmapInfo
|
|
{
|
|
OnlineID = 1 * 2048,
|
|
Metadata = new BeatmapMetadata
|
|
{
|
|
Artist = "SomeArtist",
|
|
Author = { Username = "SomeAuthor" },
|
|
Title = "import"
|
|
},
|
|
Difficulty = new BeatmapDifficulty(),
|
|
Ruleset = new OsuRuleset().RulesetInfo
|
|
},
|
|
}
|
|
})?.Value;
|
|
});
|
|
}
|
|
|
|
[Test]
|
|
public void TestFromMainMenu([Values] ScorePresentType type)
|
|
{
|
|
var firstImport = importScore(1);
|
|
var secondImport = importScore(3);
|
|
|
|
presentAndConfirm(firstImport, type);
|
|
returnToMenu();
|
|
presentAndConfirm(secondImport, type);
|
|
returnToMenu();
|
|
returnToMenu();
|
|
}
|
|
|
|
[Test]
|
|
public void TestFromMainMenuDifferentRuleset([Values] ScorePresentType type)
|
|
{
|
|
var firstImport = importScore(1);
|
|
var secondImport = importScore(3, new ManiaRuleset().RulesetInfo);
|
|
|
|
presentAndConfirm(firstImport, type);
|
|
returnToMenu();
|
|
presentAndConfirm(secondImport, type);
|
|
returnToMenu();
|
|
returnToMenu();
|
|
}
|
|
|
|
[Test]
|
|
public void TestFromSongSelectWithFilter([Values] ScorePresentType type)
|
|
{
|
|
AddStep("enter song select", () => Game.ChildrenOfType<ButtonSystem>().Single().OnSolo.Invoke());
|
|
AddUntilStep("song select is current", () => Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect && songSelect.BeatmapSetsLoaded);
|
|
|
|
AddStep("filter to nothing", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).FilterControl.CurrentTextSearch.Value = "fdsajkl;fgewq");
|
|
AddUntilStep("wait for no results", () => Beatmap.IsDefault);
|
|
|
|
var firstImport = importScore(1, new CatchRuleset().RulesetInfo);
|
|
presentAndConfirm(firstImport, type);
|
|
}
|
|
|
|
[Test]
|
|
public void TestFromSongSelectWithConvertRulesetChange([Values] ScorePresentType type)
|
|
{
|
|
AddStep("enter song select", () => Game.ChildrenOfType<ButtonSystem>().Single().OnSolo.Invoke());
|
|
AddUntilStep("song select is current", () => Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect && songSelect.BeatmapSetsLoaded);
|
|
|
|
AddStep("set convert to false", () => Game.LocalConfig.SetValue(OsuSetting.ShowConvertedBeatmaps, false));
|
|
|
|
var firstImport = importScore(1, new CatchRuleset().RulesetInfo);
|
|
presentAndConfirm(firstImport, type);
|
|
}
|
|
|
|
[Test]
|
|
public void TestFromSongSelect([Values] ScorePresentType type)
|
|
{
|
|
AddStep("enter song select", () => Game.ChildrenOfType<ButtonSystem>().Single().OnSolo.Invoke());
|
|
AddUntilStep("song select is current", () => Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect && songSelect.BeatmapSetsLoaded);
|
|
|
|
var firstImport = importScore(1);
|
|
presentAndConfirm(firstImport, type);
|
|
|
|
var secondImport = importScore(3);
|
|
presentAndConfirm(secondImport, type);
|
|
}
|
|
|
|
[Test]
|
|
public void TestFromSongSelectDifferentRuleset([Values] ScorePresentType type)
|
|
{
|
|
AddStep("enter song select", () => Game.ChildrenOfType<ButtonSystem>().Single().OnSolo.Invoke());
|
|
AddUntilStep("song select is current", () => Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect && songSelect.BeatmapSetsLoaded);
|
|
|
|
var firstImport = importScore(1);
|
|
presentAndConfirm(firstImport, type);
|
|
|
|
var secondImport = importScore(3, new ManiaRuleset().RulesetInfo);
|
|
presentAndConfirm(secondImport, type);
|
|
}
|
|
|
|
private void returnToMenu()
|
|
{
|
|
// if we don't pause, there's a chance the track may change at the main menu out of our control (due to reaching the end of the track).
|
|
AddStep("pause audio", () =>
|
|
{
|
|
if (Game.MusicController.IsPlaying)
|
|
Game.MusicController.TogglePause();
|
|
});
|
|
|
|
AddStep("return to menu", () => Game.ScreenStack.CurrentScreen.Exit());
|
|
AddUntilStep("wait for menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
|
|
}
|
|
|
|
private Func<ScoreInfo> importScore(int i, RulesetInfo ruleset = null)
|
|
{
|
|
ScoreInfo imported = null;
|
|
AddStep($"import score {i}", () =>
|
|
{
|
|
imported = Game.ScoreManager.Import(new ScoreInfo
|
|
{
|
|
Hash = Guid.NewGuid().ToString(),
|
|
OnlineID = i,
|
|
BeatmapInfo = beatmap.Beatmaps.First(),
|
|
Ruleset = ruleset ?? new OsuRuleset().RulesetInfo,
|
|
User = new GuestUser(),
|
|
}).Value;
|
|
});
|
|
|
|
AddAssert($"import {i} succeeded", () => imported != null);
|
|
|
|
return () => imported;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Some tests test waiting for a particular screen twice in a row, but expect a new instance each time.
|
|
/// There's a case where they may succeed incorrectly if we don't compare against the previous instance.
|
|
/// </summary>
|
|
private IScreen lastWaitedScreen;
|
|
|
|
private void presentAndConfirm(Func<ScoreInfo> getImport, ScorePresentType type)
|
|
{
|
|
AddStep("present score", () => Game.PresentScore(getImport(), type));
|
|
|
|
switch (type)
|
|
{
|
|
case ScorePresentType.Results:
|
|
AddUntilStep("wait for results", () => lastWaitedScreen != Game.ScreenStack.CurrentScreen && Game.ScreenStack.CurrentScreen is ResultsScreen);
|
|
AddStep("store last waited screen", () => lastWaitedScreen = Game.ScreenStack.CurrentScreen);
|
|
AddUntilStep("correct score displayed", () => ((ResultsScreen)Game.ScreenStack.CurrentScreen).Score.Equals(getImport()));
|
|
AddAssert("correct ruleset selected", () => Game.Ruleset.Value.Equals(getImport().Ruleset));
|
|
break;
|
|
|
|
case ScorePresentType.Gameplay:
|
|
AddUntilStep("wait for player loader", () => lastWaitedScreen != Game.ScreenStack.CurrentScreen && Game.ScreenStack.CurrentScreen is ReplayPlayerLoader);
|
|
AddStep("store last waited screen", () => lastWaitedScreen = Game.ScreenStack.CurrentScreen);
|
|
AddUntilStep("correct score displayed", () => ((ReplayPlayerLoader)Game.ScreenStack.CurrentScreen).Score.Equals(getImport()));
|
|
AddAssert("correct ruleset selected", () => Game.Ruleset.Value.Equals(getImport().Ruleset));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|