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9786e1a932
Fixes issues as seen at https://github.com/ppy/osu/runs/3023581865?check_suite_focus=true. Song select may take a few frames to perform initial selection as there is a bit of internal async logic. This ensures that the beatmap has been updated before continuing with test execution.
204 lines
8.0 KiB
C#
204 lines
8.0 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Overlays;
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using osu.Game.Screens;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps.IO;
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using osuTK.Input;
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using static osu.Game.Tests.Visual.Navigation.TestSceneScreenNavigation;
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namespace osu.Game.Tests.Visual.Navigation
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{
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public class TestScenePerformFromScreen : OsuGameTestScene
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{
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private bool actionPerformed;
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public override void SetUpSteps()
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{
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AddStep("reset status", () => actionPerformed = false);
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base.SetUpSteps();
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}
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[Test]
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public void TestPerformAtMenu()
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{
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AddStep("perform immediately", () => Game.PerformFromScreen(_ => actionPerformed = true));
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AddAssert("did perform", () => actionPerformed);
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}
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[Test]
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public void TestPerformAtSongSelect()
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{
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PushAndConfirm(() => new TestPlaySongSelect());
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AddStep("perform immediately", () => Game.PerformFromScreen(_ => actionPerformed = true, new[] { typeof(TestPlaySongSelect) }));
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AddAssert("did perform", () => actionPerformed);
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AddAssert("screen didn't change", () => Game.ScreenStack.CurrentScreen is TestPlaySongSelect);
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}
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[Test]
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public void TestPerformAtMenuFromSongSelect()
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{
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PushAndConfirm(() => new TestPlaySongSelect());
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AddStep("try to perform", () => Game.PerformFromScreen(_ => actionPerformed = true));
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AddUntilStep("returned to menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
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AddAssert("did perform", () => actionPerformed);
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}
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[Test]
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public void TestPerformAtSongSelectFromPlayerLoader()
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{
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importAndWaitForSongSelect();
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AddStep("Press enter", () => InputManager.Key(Key.Enter));
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AddUntilStep("Wait for new screen", () => Game.ScreenStack.CurrentScreen is PlayerLoader);
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AddStep("try to perform", () => Game.PerformFromScreen(_ => actionPerformed = true, new[] { typeof(TestPlaySongSelect) }));
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AddUntilStep("returned to song select", () => Game.ScreenStack.CurrentScreen is TestPlaySongSelect);
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AddAssert("did perform", () => actionPerformed);
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}
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[Test]
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public void TestPerformAtMenuFromPlayerLoader()
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{
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importAndWaitForSongSelect();
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AddStep("Press enter", () => InputManager.Key(Key.Enter));
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AddUntilStep("Wait for new screen", () => Game.ScreenStack.CurrentScreen is PlayerLoader);
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AddStep("try to perform", () => Game.PerformFromScreen(_ => actionPerformed = true));
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AddUntilStep("returned to song select", () => Game.ScreenStack.CurrentScreen is MainMenu);
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AddAssert("did perform", () => actionPerformed);
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}
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[Test]
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public void TestOverlaysAlwaysClosed()
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{
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ChatOverlay chat = null;
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AddUntilStep("is at menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
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AddUntilStep("wait for chat load", () => (chat = Game.ChildrenOfType<ChatOverlay>().SingleOrDefault()) != null);
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AddStep("show chat", () => InputManager.Key(Key.F8));
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AddStep("try to perform", () => Game.PerformFromScreen(_ => actionPerformed = true));
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AddUntilStep("still at menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
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AddAssert("did perform", () => actionPerformed);
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AddAssert("chat closed", () => chat.State.Value == Visibility.Hidden);
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}
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[TestCase(true)]
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[TestCase(false)]
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public void TestPerformBlockedByDialog(bool confirmed)
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{
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DialogBlockingScreen blocker = null;
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PushAndConfirm(() => blocker = new DialogBlockingScreen());
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AddStep("try to perform", () => Game.PerformFromScreen(_ => actionPerformed = true));
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AddWaitStep("wait a bit", 10);
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AddAssert("screen didn't change", () => Game.ScreenStack.CurrentScreen is DialogBlockingScreen);
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AddAssert("did not perform", () => !actionPerformed);
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AddAssert("only one exit attempt", () => blocker.ExitAttempts == 1);
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AddUntilStep("wait for dialog display", () => Game.Dependencies.Get<DialogOverlay>().IsLoaded);
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if (confirmed)
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{
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AddStep("accept dialog", () => InputManager.Key(Key.Number1));
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AddUntilStep("wait for dialog dismissed", () => Game.Dependencies.Get<DialogOverlay>().CurrentDialog == null);
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AddUntilStep("did perform", () => actionPerformed);
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}
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else
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{
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AddStep("cancel dialog", () => InputManager.Key(Key.Number2));
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AddAssert("screen didn't change", () => Game.ScreenStack.CurrentScreen is DialogBlockingScreen);
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AddAssert("did not perform", () => !actionPerformed);
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}
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}
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[TestCase(true)]
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[TestCase(false)]
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public void TestPerformBlockedByDialogNested(bool confirmSecond)
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{
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DialogBlockingScreen blocker = null;
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DialogBlockingScreen blocker2 = null;
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PushAndConfirm(() => blocker = new DialogBlockingScreen());
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PushAndConfirm(() => blocker2 = new DialogBlockingScreen());
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AddStep("try to perform", () => Game.PerformFromScreen(_ => actionPerformed = true));
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AddUntilStep("wait for dialog", () => blocker2.ExitAttempts == 1);
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AddWaitStep("wait a bit", 10);
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AddUntilStep("wait for dialog display", () => Game.Dependencies.Get<DialogOverlay>().IsLoaded);
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AddAssert("screen didn't change", () => Game.ScreenStack.CurrentScreen == blocker2);
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AddAssert("did not perform", () => !actionPerformed);
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AddAssert("only one exit attempt", () => blocker2.ExitAttempts == 1);
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AddStep("accept dialog", () => InputManager.Key(Key.Number1));
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AddUntilStep("screen changed", () => Game.ScreenStack.CurrentScreen == blocker);
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AddUntilStep("wait for second dialog", () => blocker.ExitAttempts == 1);
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AddAssert("did not perform", () => !actionPerformed);
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AddAssert("only one exit attempt", () => blocker.ExitAttempts == 1);
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if (confirmSecond)
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{
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AddStep("accept dialog", () => InputManager.Key(Key.Number1));
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AddUntilStep("did perform", () => actionPerformed);
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}
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else
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{
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AddStep("cancel dialog", () => InputManager.Key(Key.Number2));
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AddAssert("screen didn't change", () => Game.ScreenStack.CurrentScreen == blocker);
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AddAssert("did not perform", () => !actionPerformed);
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}
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}
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private void importAndWaitForSongSelect()
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{
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AddStep("import beatmap", () => ImportBeatmapTest.LoadQuickOszIntoOsu(Game).Wait());
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PushAndConfirm(() => new TestPlaySongSelect());
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AddUntilStep("beatmap updated", () => Game.Beatmap.Value.BeatmapSetInfo.OnlineBeatmapSetID == 241526);
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}
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public class DialogBlockingScreen : OsuScreen
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{
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[Resolved]
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private DialogOverlay dialogOverlay { get; set; }
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private int dialogDisplayCount;
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public int ExitAttempts { get; private set; }
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public override bool OnExiting(IScreen next)
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{
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ExitAttempts++;
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if (dialogDisplayCount++ < 1)
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{
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dialogOverlay.Push(new ConfirmExitDialog(this.Exit, () => { }));
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return true;
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}
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return base.OnExiting(next);
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}
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}
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}
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}
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