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osu-lazer/osu.Game.Tests/Beatmaps/WorkingBeatmapTest.cs
T
Dean Herbert a996261304 Update lots of packages (#36996)
It's been a while.

Notes:

- `SharpCompress` usages changed a bit. Manually adjusted these, mostly
just renames or adjusted parameters.
- nUnit 3 -> 4 migrated using
https://gist.github.com/peppy/07994386d793a117350cb5f24b156585. there's
a mode in this script to update to the newer `Assert.That` syntax but it
requires fixes and couldn't really be bothered.
- DeepEqual nuked as the only usage was on a disabled test. The reason
it's disabled has been merged upstream, but it's failing for other
(realm) reasons which I don't think is worthwhile to investigate for
now.
- This bumps Moq. I think the author is back in a sensible headspace and
the new version has the stupid shit removed, so probably okay? Nice to
be on a level playing field with packages for once in a long time.
- Automapper is silly, but we've discussed this elsewhere.
- `TestRealmKeyBindingStore` failures are a wildcard, but fixed by using
a more standardised testing method. Dunno why, don't care.

---------

Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
2026-03-17 03:58:02 +09:00

121 lines
3.7 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.Threading;
using System.Threading.Tasks;
using JetBrains.Annotations;
using Moq;
using NUnit.Framework;
using NUnit.Framework.Legacy;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Beatmaps;
namespace osu.Game.Tests.Beatmaps
{
[TestFixture]
public class WorkingBeatmapTest
{
[Test]
public void TestGetPlayableSuccess()
{
var working = new TestNeverLoadsWorkingBeatmap();
working.ResetEvent.Set();
ClassicAssert.NotNull(working.GetPlayableBeatmap(new OsuRuleset().RulesetInfo));
}
[Test]
public void TestGetPlayableCancellationToken()
{
var working = new TestNeverLoadsWorkingBeatmap();
var cts = new CancellationTokenSource();
var loadStarted = new ManualResetEventSlim();
var loadCompleted = new ManualResetEventSlim();
Task.Factory.StartNew(() =>
{
loadStarted.Set();
Assert.Throws<OperationCanceledException>(() => working.GetPlayableBeatmap(new OsuRuleset().RulesetInfo, Array.Empty<Mod>(), cts.Token));
loadCompleted.Set();
}, TaskCreationOptions.LongRunning);
ClassicAssert.True(loadStarted.Wait(10000));
cts.Cancel();
ClassicAssert.True(loadCompleted.Wait(10000));
working.ResetEvent.Set();
}
[Test]
public void TestGetPlayableDefaultTimeout()
{
var working = new TestNeverLoadsWorkingBeatmap();
Assert.Throws(Is.InstanceOf<TimeoutException>(), () => working.GetPlayableBeatmap(new OsuRuleset().RulesetInfo));
working.ResetEvent.Set();
}
[Test]
public void TestGetPlayableRulesetLoadFailure()
{
var working = new TestWorkingBeatmap(new Beatmap());
// by default mocks return nulls if not set up, which is actually desired here to simulate a ruleset load failure scenario.
var ruleset = new Mock<IRulesetInfo>();
Assert.Throws<RulesetLoadException>(() => working.GetPlayableBeatmap(ruleset.Object));
}
public class TestNeverLoadsWorkingBeatmap : TestWorkingBeatmap
{
public ManualResetEventSlim ResetEvent = new ManualResetEventSlim();
public TestNeverLoadsWorkingBeatmap()
: base(new Beatmap())
{
}
protected override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap, Ruleset ruleset) => new TestConverter(beatmap, ResetEvent);
public class TestConverter : IBeatmapConverter
{
private readonly ManualResetEventSlim resetEvent;
public TestConverter(IBeatmap beatmap, ManualResetEventSlim resetEvent)
{
this.resetEvent = resetEvent;
Beatmap = beatmap;
}
#pragma warning disable CS0067
[CanBeNull]
public event Action<HitObject, IEnumerable<HitObject>> ObjectConverted;
#pragma warning restore CS0067
public IBeatmap Beatmap { get; }
public bool CanConvert() => true;
public IBeatmap Convert(CancellationToken cancellationToken = default)
{
resetEvent.Wait(cancellationToken);
return new OsuBeatmap();
}
}
}
}
}