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fd8c5d7706
Stress testing one of the notification overlay tests by running it 10000 times on repeat has shown that it is susceptible to intermittent failures due to races between delays and asserts checking the number of currently progressing notifications and the actual progress update, which contains a random generation factor. Replace step sequences checking for notification completion by waiting and asserting with explicit until steps that don't terminate unless there are zero progressing notifications.
245 lines
7.5 KiB
C#
245 lines
7.5 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;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.MathUtils;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Notifications;
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namespace osu.Game.Tests.Visual.UserInterface
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{
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[TestFixture]
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public class TestSceneNotificationOverlay : OsuTestScene
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{
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(NotificationSection),
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typeof(SimpleNotification),
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typeof(ProgressNotification),
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typeof(ProgressCompletionNotification),
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typeof(IHasCompletionTarget),
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typeof(Notification)
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};
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private NotificationOverlay notificationOverlay;
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private readonly List<ProgressNotification> progressingNotifications = new List<ProgressNotification>();
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private SpriteText displayedCount;
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[SetUp]
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public void SetUp() => Schedule(() =>
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{
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progressingNotifications.Clear();
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Content.Children = new Drawable[]
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{
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notificationOverlay = new NotificationOverlay
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight
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},
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displayedCount = new OsuSpriteText()
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};
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notificationOverlay.UnreadCount.ValueChanged += count => { displayedCount.Text = $"displayed count: {count.NewValue}"; };
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});
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[Test]
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public void TestBasicFlow()
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{
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setState(Visibility.Visible);
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AddStep(@"simple #1", sendHelloNotification);
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AddStep(@"simple #2", sendAmazingNotification);
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AddStep(@"progress #1", sendUploadProgress);
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AddStep(@"progress #2", sendDownloadProgress);
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checkProgressingCount(2);
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setState(Visibility.Hidden);
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AddRepeatStep(@"add many simple", sendManyNotifications, 3);
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waitForCompletion();
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AddStep(@"progress #3", sendUploadProgress);
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checkProgressingCount(1);
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checkDisplayedCount(33);
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waitForCompletion();
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}
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[Test]
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public void TestImportantWhileClosed()
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{
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AddStep(@"simple #1", sendHelloNotification);
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AddAssert("Is visible", () => notificationOverlay.State.Value == Visibility.Visible);
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checkDisplayedCount(1);
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AddStep(@"progress #1", sendUploadProgress);
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AddStep(@"progress #2", sendDownloadProgress);
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checkProgressingCount(2);
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checkDisplayedCount(3);
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}
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[Test]
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public void TestUnimportantWhileClosed()
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{
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AddStep(@"background #1", sendBackgroundNotification);
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AddAssert("Is not visible", () => notificationOverlay.State.Value == Visibility.Hidden);
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checkDisplayedCount(1);
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AddStep(@"background progress #1", sendBackgroundUploadProgress);
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checkProgressingCount(1);
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waitForCompletion();
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checkDisplayedCount(2);
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AddStep(@"simple #1", sendHelloNotification);
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checkDisplayedCount(3);
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}
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[Test]
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public void TestSpam()
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{
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setState(Visibility.Visible);
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AddRepeatStep("send barrage", sendBarrage, 10);
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}
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protected override void Update()
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{
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base.Update();
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progressingNotifications.RemoveAll(n => n.State == ProgressNotificationState.Completed);
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if (progressingNotifications.Count(n => n.State == ProgressNotificationState.Active) < 3)
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{
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var p = progressingNotifications.Find(n => n.State == ProgressNotificationState.Queued);
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if (p != null)
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p.State = ProgressNotificationState.Active;
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}
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foreach (var n in progressingNotifications.FindAll(n => n.State == ProgressNotificationState.Active))
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{
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if (n.Progress < 1)
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n.Progress += (float)(Time.Elapsed / 400) * RNG.NextSingle();
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else
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n.State = ProgressNotificationState.Completed;
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}
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}
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private void checkDisplayedCount(int expected) =>
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AddAssert($"Displayed count is {expected}", () => notificationOverlay.UnreadCount.Value == expected);
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private void sendDownloadProgress()
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{
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var n = new ProgressNotification
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{
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Text = @"Downloading Haitai...",
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CompletionText = "Downloaded Haitai!",
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};
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notificationOverlay.Post(n);
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progressingNotifications.Add(n);
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}
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private void sendUploadProgress()
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{
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var n = new ProgressNotification
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{
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Text = @"Uploading to BSS...",
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CompletionText = "Uploaded to BSS!",
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};
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notificationOverlay.Post(n);
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progressingNotifications.Add(n);
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}
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private void sendBackgroundUploadProgress()
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{
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var n = new BackgroundProgressNotification
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{
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Text = @"Uploading to BSS...",
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CompletionText = "Uploaded to BSS!",
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};
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notificationOverlay.Post(n);
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progressingNotifications.Add(n);
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}
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private void setState(Visibility state) => AddStep(state.ToString(), () => notificationOverlay.State.Value = state);
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private void checkProgressingCount(int expected) => AddAssert($"progressing count is {expected}", () => progressingNotifications.Count == expected);
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private void waitForCompletion() => AddUntilStep("wait for notification progress completion", () => progressingNotifications.Count == 0);
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private void sendBarrage()
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{
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switch (RNG.Next(0, 4))
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{
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case 0:
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sendHelloNotification();
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break;
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case 1:
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sendAmazingNotification();
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break;
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case 2:
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sendUploadProgress();
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break;
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case 3:
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sendDownloadProgress();
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break;
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}
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}
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private void sendAmazingNotification()
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{
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notificationOverlay.Post(new SimpleNotification { Text = @"You are amazing" });
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}
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private void sendHelloNotification()
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{
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notificationOverlay.Post(new SimpleNotification { Text = @"Welcome to osu!. Enjoy your stay!" });
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}
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private void sendBackgroundNotification()
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{
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notificationOverlay.Post(new BackgroundNotification { Text = @"Welcome to osu!. Enjoy your stay!" });
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}
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private void sendManyNotifications()
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{
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for (int i = 0; i < 10; i++)
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notificationOverlay.Post(new SimpleNotification { Text = @"Spam incoming!!" });
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}
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private class BackgroundNotification : SimpleNotification
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{
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public override bool IsImportant => false;
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}
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private class BackgroundProgressNotification : ProgressNotification
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{
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public override bool IsImportant => false;
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}
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}
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}
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