1
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mirror of https://github.com/ppy/osu.git synced 2026-05-17 19:44:22 +08:00
Files
osu-lazer/osu.Game.Tests/Visual/Navigation/TestSceneScreenNavigation.cs
T
Bartłomiej Dach 809298ddeb Turn tests green, for a short while, maybe (#37218)
## [Rewrite `BackgroundMusicManager` to not run into framework
breakage](https://github.com/ppy/osu/commit/622216d8911832c39fa4e126b2810e4e0f46cbf7)

The attempted proper fix to this was
https://github.com/ppy/osu-framework/pull/6727. Unfortunately when
presented with [the framework
bump](https://github.com/ppy/osu/pull/37217) with that change, CI says
"you're stupid" and fails on some disposal idiocy that of course is
undebuggable and irreproducible:

The active test run was aborted. Reason: Test host process crashed :
Unhandled exception. System.AggregateException: One or more errors
occurred. (Object reference not set to an instance of an object.)
---> System.NullReferenceException: Object reference not set to an
instance of an object.
at osu.Framework.Audio.Sample.SampleChannelBass.Dispose(Boolean
disposing)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext
executionContext, ContextCallback callback, Object state)
	--- End of stack trace from previous location ---
at System.Threading.ExecutionContext.RunInternal(ExecutionContext
executionContext, ContextCallback callback, Object state)
at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task&
currentTaskSlot, Thread threadPoolThread)
	   --- End of inner exception stack trace ---
	   at osu.Framework.Audio.AudioCollectionManager`1.UpdateChildren()
	   at osu.Framework.Audio.AudioCollectionManager`1.UpdateChildren()
	   at osu.Framework.Audio.AudioCollectionManager`1.UpdateChildren()
	   at osu.Framework.Audio.AudioCollectionManager`1.UpdateChildren()
	   at osu.Framework.Threading.AudioThread.OnExit()
at osu.Framework.Threading.GameThread.setExitState(GameThreadState
exitState)
	   at osu.Framework.Threading.GameThread.RunSingleFrame()
at osu.Framework.Threading.GameThread.<createThread>g__runWork|70_0()
at System.Threading.ExecutionContext.RunInternal(ExecutionContext
executionContext, ContextCallback callback, Object state)
	--- End of stack trace from previous location ---
at System.Threading.ExecutionContext.RunInternal(ExecutionContext
executionContext, ContextCallback callback, Object state)


(https://github.com/ppy/osu/actions/runs/24019928154/job/70046733058?pr=37217#step:5:119)

I no longer have the energy for any of this shit.

@nekodex would appreciate if you could check that I actually haven't
broken anything with the bgm here. Seems okay to me in test scenes at
least.

## [Apply lowest-effort maybe-fixing changes to a bunch of flaking
tests](https://github.com/ppy/osu/commit/7bd3ca4adfcce5b90add11565a13f3fe9177ad5e)

None of the failures are reproducible locally, of course. I'm tired of
this. If anyone else wants to subject themselves to actually
investigating any of these, by all means, godspeed and good luck.
2026-04-06 17:59:39 +09:00

1418 lines
66 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.IO;
using System.Linq;
using Newtonsoft.Json.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Extensions;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Collections;
using osu.Game.Configuration;
using osu.Game.Extensions;
using osu.Game.Graphics.Carousel;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
using osu.Game.Online.API;
using osu.Game.Online.Notifications.WebSocket;
using osu.Game.Online.Notifications.WebSocket.Events;
using osu.Game.Overlays;
using osu.Game.Overlays.BeatmapListing;
using osu.Game.Overlays.Mods;
using osu.Game.Overlays.Notifications;
using osu.Game.Overlays.Toolbar;
using osu.Game.Overlays.Volume;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mania;
using osu.Game.Rulesets.Mania.Configuration;
using osu.Game.Rulesets.Mania.UI;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Scoring;
using osu.Game.Screens.Menu;
using osu.Game.Screens.OnlinePlay.Lounge;
using osu.Game.Screens.OnlinePlay.Match.Components;
using osu.Game.Screens.OnlinePlay.Playlists;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.HUD;
using osu.Game.Screens.Play.Leaderboards;
using osu.Game.Screens.Play.PlayerSettings;
using osu.Game.Screens.Ranking;
using osu.Game.Screens.Select;
using osu.Game.Tests.Beatmaps.IO;
using osu.Game.Tests.Resources;
using osu.Game.Utils;
using osuTK;
using osuTK.Input;
using CollectionDropdown = osu.Game.Screens.Select.CollectionDropdown;
namespace osu.Game.Tests.Visual.Navigation
{
public partial class TestSceneScreenNavigation : OsuGameTestScene
{
private const float click_padding = 25;
private Vector2 backButtonPosition => Game.ToScreenSpace(new Vector2(click_padding, Game.LayoutRectangle.Bottom - click_padding));
private Vector2 optionsButtonPosition => Game.ToScreenSpace(new Vector2(click_padding, click_padding));
[TestCase(false)]
[TestCase(true)]
public void TestConfirmationRequiredToDiscardPlaylist(bool withPlaylistItemAdded)
{
Screens.OnlinePlay.Playlists.Playlists playlistScreen = null;
AddUntilStep("wait for dialog overlay", () => Game.ChildrenOfType<DialogOverlay>().SingleOrDefault() != null);
PushAndConfirm(() => playlistScreen = new Screens.OnlinePlay.Playlists.Playlists());
AddUntilStep("wait for lounge", () => (playlistScreen.CurrentSubScreen as LoungeSubScreen)?.IsLoaded == true);
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddStep("open create screen", () =>
{
InputManager.MoveMouseTo(playlistScreen.ChildrenOfType<CreatePlaylistsRoomButton>().Single());
InputManager.Click(MouseButton.Left);
});
if (withPlaylistItemAdded)
{
AddUntilStep("wait for settings displayed",
() => (playlistScreen.CurrentSubScreen as PlaylistsRoomSubScreen)?.ChildrenOfType<PlaylistsRoomSettingsOverlay>().SingleOrDefault()?.State.Value == Visibility.Visible);
AddStep("edit playlist", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for song select", () => playlistScreen.CurrentSubScreen is PlaylistsSongSelect songSelect && songSelect.IsLoaded && !songSelect.IsFiltering);
AddUntilStep("wait for selection", () => !Game.Beatmap.IsDefault);
AddStep("add item", () => InputManager.Key(Key.Enter));
AddStep("exit screen", () => InputManager.Key(Key.Escape));
AddUntilStep("wait for return to playlist screen", () => playlistScreen.CurrentSubScreen is PlaylistsRoomSubScreen);
AddStep("go back to song select", () =>
{
InputManager.MoveMouseTo(playlistScreen.ChildrenOfType<PurpleRoundedButton>().Single(b => b.Text == "+ Add more beatmaps"));
InputManager.Click(MouseButton.Left);
});
AddUntilStep("wait for song select", () => playlistScreen.CurrentSubScreen is PlaylistsSongSelect songSelect && songSelect.IsLoaded && !songSelect.IsFiltering);
AddStep("press home button", () =>
{
InputManager.MoveMouseTo(Game.Toolbar.ChildrenOfType<ToolbarHomeButton>().Single());
InputManager.Click(MouseButton.Left);
});
AddAssert("confirmation dialog shown", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog is not null);
pushEscape();
pushEscape();
AddAssert("confirmation dialog shown", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog is not null);
AddStep("confirm exit", () => InputManager.Key(Key.Enter));
AddAssert("dialog dismissed", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog == null);
exitViaEscapeAndConfirm();
}
else
{
pushEscape();
AddAssert("confirmation dialog not shown", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog == null);
exitViaEscapeAndConfirm();
}
}
[Test]
public void TestExitSongSelectWithEscape()
{
ModSelectOverlay modSelect = null;
PushAndConfirm(() => new SoloSongSelect());
AddStep("Show mods overlay", () =>
{
modSelect = Game!.ChildrenOfType<ModSelectOverlay>().Single();
modSelect.Show();
});
AddAssert("Overlay was shown", () => modSelect.State.Value == Visibility.Visible);
pushEscape();
AddAssert("Overlay was hidden", () => modSelect.State.Value == Visibility.Hidden);
exitViaEscapeAndConfirm();
}
[Test]
public void TestEnterGameplayWhileFilteringToNoSelection()
{
SoloSongSelect songSelect = null;
PushAndConfirm(() => songSelect = new SoloSongSelect());
AddUntilStep("wait for song select", () => songSelect.CarouselItemsPresented);
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
AddStep("force selection and change filter immediately", () =>
{
InputManager.Key(Key.Enter);
songSelect.ChildrenOfType<FilterControl>().Single().Search("test");
});
AddUntilStep("wait for player", () => !songSelect.IsCurrentScreen());
AddStep("return to song select", () => songSelect.MakeCurrent());
AddUntilStep("selection not lost", () => !songSelect.Beatmap.IsDefault);
AddUntilStep("placeholder visible", () => songSelect.ChildrenOfType<NoResultsPlaceholder>().Single().State.Value, () => Is.EqualTo(Visibility.Visible));
}
[Test]
public void TestSongSelectBackActionHandling()
{
SoloSongSelect songSelect = null;
PushAndConfirm(() => songSelect = new SoloSongSelect());
AddUntilStep("wait for filter control", () => filterControlTextBox().IsLoaded);
AddStep("set filter", () => filterControlTextBox().Current.Value = "test");
AddStep("press back", () => InputManager.Click(MouseButton.Button1));
AddAssert("still at song select", () => Game.ScreenStack.CurrentScreen, () => Is.EqualTo(songSelect));
AddAssert("filter cleared", () => string.IsNullOrEmpty(filterControlTextBox().Current.Value));
AddStep("set filter again", () => filterControlTextBox().Current.Value = "test");
AddStep("open collections dropdown", () =>
{
InputManager.MoveMouseTo(songSelect.ChildrenOfType<CollectionDropdown>().Single());
InputManager.Click(MouseButton.Left);
});
AddStep("press back once", () => InputManager.Click(MouseButton.Button1));
AddAssert("still at song select", () => Game.ScreenStack.CurrentScreen == songSelect);
AddAssert("collections dropdown closed", () => songSelect
.ChildrenOfType<CollectionDropdown>().Single()
.ChildrenOfType<Dropdown<CollectionFilterMenuItem>.DropdownMenu>().Single().State == MenuState.Closed);
AddStep("press back a second time", () => InputManager.Click(MouseButton.Button1));
AddAssert("filter cleared", () => string.IsNullOrEmpty(filterControlTextBox().Current.Value));
AddStep("press back a third time", () => InputManager.Click(MouseButton.Button1));
ConfirmAtMainMenu();
FilterControl.SongSelectSearchTextBox filterControlTextBox() => songSelect.ChildrenOfType<FilterControl.SongSelectSearchTextBox>().Single();
}
[Test]
public void TestSongSelectRandomRewindButton()
{
Guid? originalSelection = null;
SoloSongSelect songSelect = null;
PushAndConfirm(() => songSelect = new SoloSongSelect());
AddUntilStep("wait for song select", () => songSelect.CarouselItemsPresented);
AddStep("Add two beatmaps", () =>
{
Game.BeatmapManager.Import(TestResources.CreateTestBeatmapSetInfo(8));
Game.BeatmapManager.Import(TestResources.CreateTestBeatmapSetInfo(8));
});
AddUntilStep("wait for selected", () =>
{
originalSelection = Game.Beatmap.Value.BeatmapInfo.ID;
return !Game.Beatmap.IsDefault;
});
AddStep("hit random", () =>
{
InputManager.MoveMouseTo(Game.ChildrenOfType<FooterButtonRandom>().Single());
InputManager.Click(MouseButton.Left);
});
AddUntilStep("wait for selection changed", () => Game.Beatmap.Value.BeatmapInfo.ID, () => Is.Not.EqualTo(originalSelection));
AddStep("hit random rewind", () => InputManager.Click(MouseButton.Right));
AddUntilStep("wait for selection reverted", () => Game.Beatmap.Value.BeatmapInfo.ID, () => Is.EqualTo(originalSelection));
}
[Test]
public void TestSongSelectScrollHandling()
{
SoloSongSelect songSelect = null;
double scrollPosition = 0;
AddStep("set game volume to max", () => Game.Dependencies.Get<FrameworkConfigManager>().SetValue(FrameworkSetting.VolumeUniversal, 1d));
AddUntilStep("wait for volume overlay to hide", () => Game.ChildrenOfType<VolumeOverlay>().SingleOrDefault()?.State.Value, () => Is.EqualTo(Visibility.Hidden));
PushAndConfirm(() => songSelect = new SoloSongSelect());
AddUntilStep("wait for song select", () => songSelect.IsLoaded);
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for beatmap", () => Game.ChildrenOfType<PanelBeatmapSet>().Any());
// TODO: this logic can likely be removed when we fix https://github.com/ppy/osu/issues/33379
// It should be probably be immediate in this case.
AddWaitStep("wait for scroll", 10);
AddStep("store scroll position", () => scrollPosition = getCarouselScrollPosition());
AddStep("move to title wedge", () => InputManager.MoveMouseTo(
songSelect.ChildrenOfType<BeatmapTitleWedge>().Single()));
AddStep("scroll down", () => InputManager.ScrollVerticalBy(-1));
AddAssert("carousel didn't move", getCarouselScrollPosition, () => Is.EqualTo(scrollPosition));
AddRepeatStep("alt-scroll down", () =>
{
InputManager.PressKey(Key.AltLeft);
InputManager.ScrollVerticalBy(-1);
InputManager.ReleaseKey(Key.AltLeft);
}, 5);
AddAssert("game volume decreased", () => Game.Dependencies.Get<FrameworkConfigManager>().Get<double>(FrameworkSetting.VolumeUniversal), () => Is.LessThan(1));
AddStep("set game volume to max", () => Game.Dependencies.Get<FrameworkConfigManager>().SetValue(FrameworkSetting.VolumeUniversal, 1d));
AddStep("move to details area", () => InputManager.MoveMouseTo(
songSelect.ChildrenOfType<BeatmapDetailsArea>().Single()));
AddStep("scroll down", () => InputManager.ScrollVerticalBy(-1));
AddAssert("carousel didn't move", getCarouselScrollPosition, () => Is.EqualTo(scrollPosition));
AddRepeatStep("alt-scroll down", () =>
{
InputManager.PressKey(Key.AltLeft);
InputManager.ScrollVerticalBy(-1);
InputManager.ReleaseKey(Key.AltLeft);
}, 5);
AddAssert("game volume decreased", () => Game.Dependencies.Get<FrameworkConfigManager>().Get<double>(FrameworkSetting.VolumeUniversal), () => Is.LessThan(1));
AddStep("move to carousel", () => InputManager.MoveMouseTo(songSelect.ChildrenOfType<BeatmapCarousel>().Single()));
AddStep("scroll down", () => InputManager.ScrollVerticalBy(-1));
AddAssert("carousel moved", getCarouselScrollPosition, () => Is.Not.EqualTo(scrollPosition));
double getCarouselScrollPosition() => Game.ChildrenOfType<Carousel<BeatmapInfo>>().Single().ChildrenOfType<UserTrackingScrollContainer>().Single().Current;
}
/// <summary>
/// This tests that the F1 key will open the mod select overlay, and not be handled / blocked by the music controller (which has the same default binding
/// but should be handled *after* song select).
/// </summary>
[Test]
public void TestOpenModSelectOverlayUsingAction()
{
PushAndConfirm(() => new SoloSongSelect());
AddStep("Show mods overlay", () => InputManager.Key(Key.F1));
AddAssert("Overlay was shown", () => Game!.ChildrenOfType<ModSelectOverlay>().Single().State.Value == Visibility.Visible);
}
[Test]
public void TestAttemptPlayBeatmapWrongHashFails()
{
Screens.Select.SongSelect songSelect = null;
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).GetResultSafely());
PushAndConfirm(() => songSelect = new SoloSongSelect());
AddUntilStep("wait for song select", () => songSelect.CarouselItemsPresented);
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
AddStep("change beatmap files", () =>
{
FileUtils.AttemptOperation(() =>
{
foreach (var file in Game.Beatmap.Value.BeatmapSetInfo.Files.Where(f => Path.GetExtension(f.Filename) == ".osu"))
{
using (var stream = Game.Storage.GetStream(Path.Combine("files", file.File.GetStoragePath()), FileAccess.ReadWrite))
stream.WriteByte(0);
}
});
});
AddStep("invalidate cache", () =>
{
((IWorkingBeatmapCache)Game.BeatmapManager).Invalidate(Game.Beatmap.Value.BeatmapSetInfo);
});
AddStep("select next difficulty", () => InputManager.Key(Key.Down));
AddStep("press enter", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for player loader", () => Game.ScreenStack.CurrentScreen is PlayerLoader);
AddUntilStep("wait for song select", () => songSelect.IsCurrentScreen());
}
[Test]
public void TestAttemptPlayBeatmapMissingFails()
{
Screens.Select.SongSelect songSelect = null;
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).GetResultSafely());
PushAndConfirm(() => songSelect = new SoloSongSelect());
AddUntilStep("wait for song select", () => songSelect.CarouselItemsPresented);
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
AddStep("delete beatmap files", () =>
{
FileUtils.AttemptOperation(() =>
{
foreach (var file in Game.Beatmap.Value.BeatmapSetInfo.Files.Where(f => Path.GetExtension(f.Filename) == ".osu"))
Game.Storage.Delete(Path.Combine("files", file.File.GetStoragePath()));
});
});
AddStep("invalidate cache", () =>
{
((IWorkingBeatmapCache)Game.BeatmapManager).Invalidate(Game.Beatmap.Value.BeatmapSetInfo);
});
AddStep("select next difficulty", () => InputManager.Key(Key.Down));
AddStep("press enter", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for player loader", () => Game.ScreenStack.CurrentScreen is PlayerLoader);
AddUntilStep("wait for song select", () => songSelect.IsCurrentScreen());
}
[Test]
public void TestOffsetAdjustDuringPause()
{
Player player = null;
Screens.Select.SongSelect songSelect = null;
PushAndConfirm(() => songSelect = new SoloSongSelect());
AddUntilStep("wait for song select", () => songSelect.CarouselItemsPresented);
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
AddStep("set mods", () => Game.SelectedMods.Value = new Mod[] { new OsuModNoFail() });
AddStep("press enter", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for player", () =>
{
DismissAnyNotifications();
player = Game.ScreenStack.CurrentScreen as Player;
return player?.IsLoaded == true;
});
AddUntilStep("wait for track playing", () => Game.Beatmap.Value.Track.IsRunning);
checkOffset(0);
AddStep("adjust offset via keyboard", () => InputManager.Key(Key.Minus));
checkOffset(-1);
AddStep("pause", () => player.ChildrenOfType<GameplayClockContainer>().First().Stop());
AddUntilStep("wait for pause", () => player.ChildrenOfType<GameplayClockContainer>().First().IsPaused.Value, () => Is.True);
AddStep("attempt adjust offset via keyboard", () => InputManager.Key(Key.Minus));
checkOffset(-1);
void checkOffset(double offset)
{
AddUntilStep($"control offset is {offset}", () => this.ChildrenOfType<GameplayOffsetControl>().Single().ChildrenOfType<BeatmapOffsetControl>().Single().Current.Value,
() => Is.EqualTo(offset));
AddUntilStep($"database offset is {offset}", () => Game.BeatmapManager.QueryBeatmap(b => b.ID == Game.Beatmap.Value.BeatmapInfo.ID)!.UserSettings.Offset,
() => Is.EqualTo(offset));
}
}
[Test]
public void TestScrollSpeedAdjustDuringGameplay()
{
Player player = null;
Screens.Select.SongSelect songSelect = null;
PushAndConfirm(() => songSelect = new SoloSongSelect());
AddUntilStep("wait for song select", () => songSelect.CarouselItemsPresented);
AddStep("import beatmap", () => BeatmapImportHelper.LoadOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
AddStep("switch to mania ruleset", () =>
{
InputManager.PressKey(Key.LControl);
InputManager.Key(Key.Number4);
InputManager.ReleaseKey(Key.LControl);
});
AddStep("set mods", () => Game.SelectedMods.Value = new Mod[] { new OsuModNoFail() });
AddStep("press enter", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for player", () =>
{
DismissAnyNotifications();
player = Game.ScreenStack.CurrentScreen as Player;
return player?.IsLoaded == true;
});
AddUntilStep("wait for track playing", () => Game.Beatmap.Value.Track.IsRunning);
checkScrollSpeed(8, 8);
AddStep("adjust scroll speed via keyboard", () => InputManager.Key(Key.F4));
checkScrollSpeed(9, 9);
AddStep("seek beyond 10 seconds", () => player.ChildrenOfType<GameplayClockContainer>().First().Seek(10500));
AddUntilStep("wait for seek", () => player.ChildrenOfType<GameplayClockContainer>().First().CurrentTime, () => Is.GreaterThan(10600));
AddStep("attempt adjust offset via keyboard", () => InputManager.Key(Key.F4));
checkScrollSpeed(9, 9);
AddStep("attempt adjust offset via config change", () => getConfigManager().SetValue(ManiaRulesetSetting.ScrollSpeed, 10.0));
checkScrollSpeed(10, 9);
void checkScrollSpeed(double configValue, double gameplayValue)
{
AddUntilStep($"config value is {configValue}", () => getConfigManager().Get<double>(ManiaRulesetSetting.ScrollSpeed), () => Is.EqualTo(configValue));
AddUntilStep($"gameplay value is {gameplayValue}", () => this.ChildrenOfType<DrawableManiaRuleset>().Single().TargetTimeRange,
() => Is.EqualTo(DrawableManiaRuleset.ComputeScrollTime(gameplayValue)));
}
ManiaRulesetConfigManager getConfigManager() => ((ManiaRulesetConfigManager)Game.Dependencies.Get<IRulesetConfigCache>().GetConfigFor(new ManiaRuleset())!);
}
[Test]
public void TestOffsetAdjustDuringGameplay()
{
Player player = null;
Screens.Select.SongSelect songSelect = null;
PushAndConfirm(() => songSelect = new SoloSongSelect());
AddUntilStep("wait for song select", () => songSelect.CarouselItemsPresented);
AddStep("import beatmap", () => BeatmapImportHelper.LoadOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
AddStep("set mods", () => Game.SelectedMods.Value = new Mod[] { new OsuModNoFail() });
AddStep("press enter", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for player", () =>
{
DismissAnyNotifications();
player = Game.ScreenStack.CurrentScreen as Player;
return player?.IsLoaded == true;
});
AddUntilStep("wait for track playing", () => Game.Beatmap.Value.Track.IsRunning);
checkOffset(0);
AddStep("adjust offset via keyboard", () => InputManager.Key(Key.Minus));
checkOffset(-1);
AddStep("seek beyond 10 seconds", () => player.ChildrenOfType<GameplayClockContainer>().First().Seek(10500));
AddUntilStep("wait for seek", () => player.ChildrenOfType<GameplayClockContainer>().First().CurrentTime, () => Is.GreaterThan(10600));
AddStep("attempt adjust offset via keyboard", () => InputManager.Key(Key.Minus));
checkOffset(-1);
void checkOffset(double offset)
{
AddUntilStep($"control offset is {offset}", () => this.ChildrenOfType<GameplayOffsetControl>().Single().ChildrenOfType<BeatmapOffsetControl>().Single().Current.Value,
() => Is.EqualTo(offset));
AddUntilStep($"database offset is {offset}", () => Game.BeatmapManager.QueryBeatmap(b => b.ID == Game.Beatmap.Value.BeatmapInfo.ID)!.UserSettings.Offset,
() => Is.EqualTo(offset));
}
}
[Test]
public void TestRetryCountIncrements()
{
Player player = null;
Screens.Select.SongSelect songSelect = null;
PushAndConfirm(() => songSelect = new SoloSongSelect());
AddUntilStep("wait for song select", () => songSelect.CarouselItemsPresented);
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
AddStep("press enter", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for player", () =>
{
DismissAnyNotifications();
player = Game.ScreenStack.CurrentScreen as Player;
return player?.IsLoaded == true;
});
AddAssert("retry count is 0", () => player.RestartCount == 0);
// todo: see https://github.com/ppy/osu/issues/22220
// tests are supposed to be immune to this edge case by the logic in TestPlayer,
// but we're running a full game instance here, so we have to work around it manually.
AddStep("end spectator before retry", () => Game.SpectatorClient.EndPlaying(player.GameplayState));
AddStep("attempt to retry", () => player.ChildrenOfType<HotkeyRetryOverlay>().First().Action());
AddAssert("old player score marked failed", () => player.Score.ScoreInfo.Rank, () => Is.EqualTo(ScoreRank.F));
AddUntilStep("wait for old player gone", () => Game.ScreenStack.CurrentScreen != player);
AddUntilStep("get new player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null);
AddAssert("retry count is 1", () => player.RestartCount == 1);
}
[Test]
public void TestLastScoreNotNullAfterExitingPlayer()
{
AddUntilStep("last play null", getLastPlay, () => Is.Null);
var getOriginalPlayer = playToCompletion();
AddStep("attempt to retry", () => getOriginalPlayer().ChildrenOfType<HotkeyRetryOverlay>().First().Action());
AddUntilStep("last play matches player", getLastPlay, () => Is.EqualTo(getOriginalPlayer().Score.ScoreInfo));
AddUntilStep("wait for player", () => Game.ScreenStack.CurrentScreen != getOriginalPlayer() && Game.ScreenStack.CurrentScreen is Player);
AddStep("exit player", () => (Game.ScreenStack.CurrentScreen as Player)?.Exit());
AddUntilStep("last play not null", getLastPlay, () => Is.Not.Null);
ScoreInfo getLastPlay() => Game.Dependencies.Get<SessionStatics>().Get<ScoreInfo>(Static.LastLocalUserScore);
}
[Test]
public void TestRetryImmediatelyAfterCompletion()
{
var getOriginalPlayer = playToCompletion();
AddStep("attempt to retry", () => getOriginalPlayer().ChildrenOfType<HotkeyRetryOverlay>().First().Action());
AddAssert("original play isn't failed", () => getOriginalPlayer().Score.ScoreInfo.Rank, () => Is.Not.EqualTo(ScoreRank.F));
AddUntilStep("wait for player", () => Game.ScreenStack.CurrentScreen != getOriginalPlayer() && Game.ScreenStack.CurrentScreen is Player);
}
[Test]
public void TestExitImmediatelyAfterCompletion()
{
var player = playToCompletion();
AddStep("attempt to exit", () => player().ChildrenOfType<HotkeyExitOverlay>().First().Action());
AddUntilStep("wait for results", () => Game.ScreenStack.CurrentScreen is ResultsScreen);
}
[Test]
public void TestShowMedalAtResults()
{
playToResults();
AddStep("award medal", () => ((DummyAPIAccess)API).NotificationsClient.Receive(new SocketMessage
{
Event = @"new",
Data = JObject.FromObject(new NewPrivateNotificationEvent
{
Name = @"user_achievement_unlock",
Details = JObject.FromObject(new UserAchievementUnlock
{
Title = "Time And A Half",
Description = "Having a right ol' time. One and a half of them, almost.",
Slug = @"all-intro-doubletime"
})
})
}));
AddUntilStep("medal overlay shown", () => Game.ChildrenOfType<MedalOverlay>().Single().State.Value, () => Is.EqualTo(Visibility.Visible));
}
[Test]
public void TestRetryFromResults()
{
var getOriginalPlayer = playToResults();
AddStep("attempt to retry", () => ((ResultsScreen)Game.ScreenStack.CurrentScreen).ChildrenOfType<HotkeyRetryOverlay>().First().Action());
AddUntilStep("wait for player", () => Game.ScreenStack.CurrentScreen != getOriginalPlayer() && Game.ScreenStack.CurrentScreen is Player);
}
[Test]
public void TestDeleteAllScoresAfterPlaying()
{
playToResults();
ScoreInfo score = null;
BeatmapLeaderboardScore scorePanel = null;
AddStep("get score", () => score = ((ResultsScreen)Game.ScreenStack.CurrentScreen).Score);
AddAssert("ensure score is databased", () => Game.Realm.Run(r => r.Find<ScoreInfo>(score.ID)?.DeletePending == false));
AddStep("press back button", () => Game.ChildrenOfType<BackButton>().First().Action!.Invoke());
AddStep("show local scores",
() => Game.ChildrenOfType<Dropdown<BeatmapLeaderboardScope>>().First().Current.Value = BeatmapLeaderboardScope.Local);
AddUntilStep("wait for score displayed", () => (scorePanel = Game.ChildrenOfType<BeatmapLeaderboardScore>().FirstOrDefault(s => s.Score.Equals(score))) != null);
AddStep("Clear all scores", () => Game.Dependencies.Get<ScoreManager>().Delete());
AddUntilStep("ensure score is pending deletion", () => Game.Realm.Run(r => r.Find<ScoreInfo>(score.ID)?.DeletePending == true));
AddUntilStep("wait for score panel removal", () => scorePanel.Parent == null);
}
[Test]
[FlakyTest]
public void TestDeleteScoreAfterPlaying()
{
playToResults();
ScoreInfo score = null;
BeatmapLeaderboardScore scorePanel = null;
AddStep("get score", () => score = ((ResultsScreen)Game.ScreenStack.CurrentScreen).Score);
AddAssert("ensure score is databased", () => Game.Realm.Run(r => r.Find<ScoreInfo>(score.ID)?.DeletePending == false));
AddStep("press back button", () => Game.ChildrenOfType<BackButton>().First().Action!.Invoke());
AddStep("show local scores",
() => Game.ChildrenOfType<Dropdown<BeatmapLeaderboardScope>>().First().Current.Value = BeatmapLeaderboardScope.Local);
AddUntilStep("wait for score displayed", () => (scorePanel = Game.ChildrenOfType<BeatmapLeaderboardScore>().FirstOrDefault(s => s.Score.Equals(score))) != null);
AddStep("right click panel", () =>
{
InputManager.MoveMouseTo(scorePanel);
InputManager.Click(MouseButton.Right);
});
AddStep("click delete", () =>
{
var dropdownItem = Game
.ChildrenOfType<BeatmapLeaderboardWedge>().First()
.ChildrenOfType<DrawableOsuMenuItem>().First(i => i.Item.Text.ToString() == "Delete");
InputManager.MoveMouseTo(dropdownItem);
InputManager.Click(MouseButton.Left);
});
AddUntilStep("wait for dialog display", () => ((Drawable)Game.Dependencies.Get<IDialogOverlay>()).IsLoaded);
AddUntilStep("wait for dialog", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog != null);
AddStep("confirm deletion", () => InputManager.Key(Key.Number1));
AddUntilStep("wait for dialog dismissed", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog == null);
AddUntilStep("ensure score is pending deletion", () => Game.Realm.Run(r => r.Find<ScoreInfo>(score.ID)?.DeletePending == true));
AddUntilStep("wait for score panel removal", () => scorePanel.Parent == null);
}
[Test]
public void TestMenuMakesMusic()
{
SoloSongSelect songSelect = null;
PushAndConfirm(() => songSelect = new SoloSongSelect());
AddUntilStep("wait for no track", () => Game.MusicController.CurrentTrack.IsDummyDevice);
AddStep("return to menu", () => songSelect.Exit());
AddUntilStep("wait for track", () => !Game.MusicController.CurrentTrack.IsDummyDevice && Game.MusicController.IsPlaying);
}
[Test]
public void TestPushSongSelectAndPressBackButtonImmediately()
{
AddStep("push song select", () => Game.ScreenStack.Push(new SoloSongSelect()));
AddStep("press back button", () => Game.ChildrenOfType<BackButton>().First().Action!.Invoke());
ConfirmAtMainMenu();
}
[Test]
public void TestExitSongSelectWithClick()
{
SoloSongSelect songSelect = null;
ModSelectOverlay modSelect = null;
PushAndConfirm(() => songSelect = new SoloSongSelect());
AddStep("Show mods overlay", () =>
{
modSelect = Game!.ChildrenOfType<ModSelectOverlay>().Single();
modSelect.Show();
});
AddAssert("Overlay was shown", () => modSelect.State.Value == Visibility.Visible);
AddStep("Move mouse to dimmed area", () => InputManager.MoveMouseTo(new Vector2(
songSelect.ScreenSpaceDrawQuad.TopLeft.X + 1,
songSelect.ScreenSpaceDrawQuad.TopLeft.Y + songSelect.ScreenSpaceDrawQuad.Height / 2)));
AddStep("Click left mouse button", () => InputManager.Click(MouseButton.Left));
AddUntilStep("Overlay was hidden", () => modSelect.State.Value == Visibility.Hidden);
exitViaBackButtonAndConfirm();
}
[Test]
public void TestModsResetOnEnteringMultiplayer()
{
var osuAutomationMod = new OsuModAutoplay();
AddStep("Enable autoplay", () => { Game.SelectedMods.Value = new[] { osuAutomationMod }; });
PushAndConfirm(() => new Screens.OnlinePlay.Multiplayer.Multiplayer());
AddUntilStep("Mods are removed", () => Game.SelectedMods.Value.Count == 0);
AddStep("Return to menu", () => Game.ScreenStack.CurrentScreen.Exit());
AddUntilStep("Mods are restored", () => Game.SelectedMods.Value.Contains(osuAutomationMod));
}
[Test]
public void TestExitMultiWithEscape()
{
PushAndConfirm(() => new Screens.OnlinePlay.Playlists.Playlists());
exitViaEscapeAndConfirm();
}
[Test]
public void TestExitMultiWithBackButton()
{
PushAndConfirm(() => new Screens.OnlinePlay.Playlists.Playlists());
exitViaBackButtonAndConfirm();
}
[Test]
public void TestOpenOptionsAndExitWithEscape()
{
AddUntilStep("Wait for options to load", () => Game.Settings.IsLoaded);
AddStep("Enter menu", () => InputManager.Key(Key.Enter));
AddStep("Move mouse to options overlay", () => InputManager.MoveMouseTo(optionsButtonPosition));
AddStep("Click options overlay", () => InputManager.Click(MouseButton.Left));
AddAssert("Options overlay was opened", () => Game.Settings.State.Value == Visibility.Visible);
AddStep("Hide options overlay using escape", () => InputManager.Key(Key.Escape));
AddAssert("Options overlay was closed", () => Game.Settings.State.Value == Visibility.Hidden);
}
[Test]
public void TestWaitForNextTrackInMenu()
{
bool trackCompleted = false;
AddUntilStep("Wait for music controller", () => Game.MusicController.IsLoaded);
AddStep("Seek close to end", () =>
{
Game.MusicController.SeekTo(Game.MusicController.CurrentTrack.Length - 1000);
Game.MusicController.CurrentTrack.Completed += () => trackCompleted = true;
});
AddUntilStep("Track was completed", () => trackCompleted);
AddUntilStep("Track was restarted", () => Game.MusicController.IsPlaying);
}
[Test]
public void TestModSelectInput()
{
AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded);
ModSelectOverlay modSelect = null;
PushAndConfirm(() => new SoloSongSelect());
AddStep("Show mods overlay", () =>
{
modSelect = Game!.ChildrenOfType<ModSelectOverlay>().Single();
modSelect.Show();
});
AddAssert("Overlay was shown", () => modSelect.State.Value == Visibility.Visible);
AddStep("Show mods overlay", () => modSelect.Show());
AddStep("Change ruleset to osu!taiko", () =>
{
InputManager.PressKey(Key.ControlLeft);
InputManager.Key(Key.Number2);
InputManager.ReleaseKey(Key.ControlLeft);
});
AddAssert("Ruleset changed to osu!taiko", () => Game.Toolbar.ChildrenOfType<ToolbarRulesetSelector>().Single().Current.Value.OnlineID == 1);
AddAssert("Mods overlay still visible", () => modSelect.State.Value == Visibility.Visible);
}
[Test]
public void TestBeatmapOptionsInput()
{
AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded);
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
SoloSongSelect songSelect = null;
PushAndConfirm(() => songSelect = new SoloSongSelect());
AddUntilStep("wait for song select", () => songSelect.CarouselItemsPresented);
AddStep("Show options overlay", () => InputManager.Key(Key.F3));
AddUntilStep("Options overlay visible", () => this.ChildrenOfType<FooterButtonOptions.Popover>().SingleOrDefault()?.State.Value == Visibility.Visible);
AddStep("Change ruleset to osu!taiko", () =>
{
InputManager.PressKey(Key.ControlLeft);
InputManager.Key(Key.Number2);
InputManager.ReleaseKey(Key.ControlLeft);
});
AddAssert("Ruleset changed to osu!taiko", () => Game.Toolbar.ChildrenOfType<ToolbarRulesetSelector>().Single().Current.Value.OnlineID == 1);
AddAssert("Options overlay still visible", () => this.ChildrenOfType<FooterButtonOptions.Popover>().Single().State.Value == Visibility.Visible);
}
[Test]
public void TestSettingsViaHotkeyFromMainMenu()
{
AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded);
AddAssert("toolbar not displayed", () => Game.Toolbar.State.Value == Visibility.Hidden);
AddStep("press settings hotkey", () =>
{
InputManager.PressKey(Key.ControlLeft);
InputManager.Key(Key.O);
InputManager.ReleaseKey(Key.ControlLeft);
});
AddUntilStep("settings displayed", () => Game.Settings.State.Value == Visibility.Visible);
}
[Test]
public void TestToolbarHiddenByUser()
{
AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded);
AddStep("Enter menu", () => InputManager.Key(Key.Enter));
AddUntilStep("Toolbar is visible", () => Game.Toolbar.State.Value == Visibility.Visible);
AddStep("Hide toolbar", () =>
{
InputManager.PressKey(Key.ControlLeft);
InputManager.Key(Key.T);
InputManager.ReleaseKey(Key.ControlLeft);
});
pushEscape();
AddStep("Enter menu", () => InputManager.Key(Key.Enter));
AddAssert("Toolbar is hidden", () => Game.Toolbar.State.Value == Visibility.Hidden);
AddStep("Enter song select", () =>
{
InputManager.Key(Key.Enter);
InputManager.Key(Key.Enter);
});
AddAssert("Toolbar is hidden", () => Game.Toolbar.State.Value == Visibility.Hidden);
}
[Test]
public void TestPushMatchSubScreenAndPressBackButtonImmediately()
{
TestMultiplayerComponents multiplayerComponents = null;
PushAndConfirm(() => multiplayerComponents = new TestMultiplayerComponents());
AddUntilStep("wait for lounge", () => multiplayerComponents.ChildrenOfType<LoungeSubScreen>().SingleOrDefault()?.IsLoaded == true);
AddStep("open room", () => multiplayerComponents.ChildrenOfType<LoungeSubScreen>().Single().Open());
AddStep("press back button", () => Game.ChildrenOfType<BackButton>().First().Action!.Invoke());
AddWaitStep("wait two frames", 2);
AddStep("exit lounge", () => Game.ScreenStack.Exit());
// `TestMultiplayerComponents` registers a request handler in its BDL, but never unregisters it.
// to prevent the handler living for longer than it should be, clean up manually.
AddStep("clean up multiplayer request handler", () => ((DummyAPIAccess)API).HandleRequest = null);
}
[Test]
public void TestFeaturedArtistDisclaimerDialog()
{
BeatmapListingOverlay getBeatmapListingOverlay() => Game.ChildrenOfType<BeatmapListingOverlay>().FirstOrDefault();
AddStep("Wait for notifications to load", () => Game.SearchBeatmapSet(string.Empty));
AddUntilStep("wait for dialog overlay", () => Game.ChildrenOfType<DialogOverlay>().SingleOrDefault() != null);
AddUntilStep("Wait for beatmap overlay to load", () => getBeatmapListingOverlay()?.State.Value == Visibility.Visible);
AddAssert("featured artist filter is on", () => getBeatmapListingOverlay().ChildrenOfType<BeatmapSearchGeneralFilterRow>().First().Current.Contains(SearchGeneral.FeaturedArtists));
AddStep("toggle featured artist filter",
() => getBeatmapListingOverlay().ChildrenOfType<FilterTabItem<SearchGeneral>>().First(i => i.Value == SearchGeneral.FeaturedArtists).TriggerClick());
AddAssert("disclaimer dialog is shown", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog != null);
AddAssert("featured artist filter is still on", () => getBeatmapListingOverlay().ChildrenOfType<BeatmapSearchGeneralFilterRow>().First().Current.Contains(SearchGeneral.FeaturedArtists));
AddStep("confirm", () => InputManager.Key(Key.Enter));
AddAssert("dialog dismissed", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog == null);
AddUntilStep("featured artist filter is off", () => !getBeatmapListingOverlay().ChildrenOfType<BeatmapSearchGeneralFilterRow>().First().Current.Contains(SearchGeneral.FeaturedArtists));
}
[Test]
public void TestBeatmapListingLinkSearchOnInitialOpen()
{
BeatmapListingOverlay getBeatmapListingOverlay() => Game.ChildrenOfType<BeatmapListingOverlay>().FirstOrDefault();
AddStep("open beatmap overlay with test query", () => Game.SearchBeatmapSet("test"));
AddUntilStep("wait for beatmap overlay to load", () => getBeatmapListingOverlay()?.State.Value == Visibility.Visible);
AddAssert("beatmap overlay sorted by relevance", () => getBeatmapListingOverlay().ChildrenOfType<BeatmapListingSortTabControl>().Single().Current.Value == SortCriteria.Relevance);
}
[Test]
public void TestMainOverlaysClosesNotificationOverlay()
{
ChangelogOverlay getChangelogOverlay() => Game.ChildrenOfType<ChangelogOverlay>().FirstOrDefault();
AddUntilStep("Wait for notifications to load", () => Game.Notifications.IsLoaded);
AddStep("Show notifications", () => Game.Notifications.Show());
AddUntilStep("wait for notifications shown", () => Game.Notifications.IsPresent && Game.Notifications.State.Value == Visibility.Visible);
AddStep("Show changelog listing", () => Game.ShowChangelogListing());
AddUntilStep("wait for changelog shown", () => getChangelogOverlay()?.IsPresent == true && getChangelogOverlay()?.State.Value == Visibility.Visible);
AddAssert("Notifications is hidden", () => Game.Notifications.State.Value == Visibility.Hidden);
AddStep("Show notifications", () => Game.Notifications.Show());
AddUntilStep("wait for notifications shown", () => Game.Notifications.State.Value == Visibility.Visible);
AddUntilStep("changelog still visible", () => getChangelogOverlay().State.Value == Visibility.Visible);
}
[Test]
public void TestMainOverlaysClosesSettingsOverlay()
{
ChangelogOverlay getChangelogOverlay() => Game.ChildrenOfType<ChangelogOverlay>().FirstOrDefault();
AddUntilStep("Wait for settings to load", () => Game.Settings.IsLoaded);
AddStep("Show settings", () => Game.Settings.Show());
AddUntilStep("wait for settings shown", () => Game.Settings.IsPresent && Game.Settings.State.Value == Visibility.Visible);
AddStep("Show changelog listing", () => Game.ShowChangelogListing());
AddUntilStep("wait for changelog shown", () => getChangelogOverlay()?.IsPresent == true && getChangelogOverlay()?.State.Value == Visibility.Visible);
AddAssert("Settings is hidden", () => Game.Settings.State.Value == Visibility.Hidden);
AddStep("Show settings", () => Game.Settings.Show());
AddUntilStep("wait for settings shown", () => Game.Settings.State.Value == Visibility.Visible);
AddUntilStep("changelog still visible", () => getChangelogOverlay().State.Value == Visibility.Visible);
}
[Test]
public void TestOverlayClosing()
{
// use now playing overlay for "overlay -> background" drag case
// since most overlays use a scroll container that absorbs on mouse down
NowPlayingOverlay nowPlayingOverlay = null;
AddUntilStep("Wait for now playing load", () => (nowPlayingOverlay = Game.ChildrenOfType<NowPlayingOverlay>().FirstOrDefault()) != null);
AddStep("enter menu", () => InputManager.Key(Key.Enter));
AddUntilStep("toolbar displayed", () => Game.Toolbar.State.Value == Visibility.Visible);
AddStep("open now playing", () => InputManager.Key(Key.F6));
AddUntilStep("now playing is visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);
// drag tests
// background -> toolbar
AddStep("move cursor to background", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomRight));
AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left));
AddStep("move cursor to toolbar", () => InputManager.MoveMouseTo(Game.Toolbar.ScreenSpaceDrawQuad.Centre));
AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("now playing is hidden", () => nowPlayingOverlay.State.Value == Visibility.Hidden);
AddStep("press now playing hotkey", () => InputManager.Key(Key.F6));
// toolbar -> background
AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left));
AddStep("move cursor to background", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomRight));
AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("now playing is still visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);
// background -> overlay
AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left));
AddStep("move cursor to now playing overlay", () => InputManager.MoveMouseTo(nowPlayingOverlay.ScreenSpaceDrawQuad.Centre));
AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("now playing is still visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);
// overlay -> background
AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left));
AddStep("move cursor to background", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomRight));
AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("now playing is still visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);
// background -> background
AddStep("press left mouse button", () => InputManager.PressButton(MouseButton.Left));
AddStep("move cursor to left", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomLeft));
AddStep("release left mouse button", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("now playing is hidden", () => nowPlayingOverlay.State.Value == Visibility.Hidden);
AddStep("press now playing hotkey", () => InputManager.Key(Key.F6));
// click tests
// toolbar
AddStep("move cursor to toolbar", () => InputManager.MoveMouseTo(Game.Toolbar.ScreenSpaceDrawQuad.Centre));
AddStep("click left mouse button", () => InputManager.Click(MouseButton.Left));
AddAssert("now playing is still visible", () => nowPlayingOverlay.State.Value == Visibility.Visible);
// background
AddStep("move cursor to background", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.BottomRight));
AddStep("click left mouse button", () => InputManager.Click(MouseButton.Left));
AddAssert("now playing is hidden", () => nowPlayingOverlay.State.Value == Visibility.Hidden);
// move the mouse firmly inside game bounds to avoid interfering with other tests.
AddStep("center cursor", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre));
}
[Test]
public void TestExitWithOperationInProgress()
{
int x = 0;
AddUntilStep("wait for dialog overlay", () =>
{
x = 0;
return Game.ChildrenOfType<DialogOverlay>().SingleOrDefault() != null;
});
AddRepeatStep("start ongoing operation", () =>
{
Game.Notifications.Post(new ProgressNotification
{
Text = $"Something is still running #{++x}",
Progress = 0.5f,
State = ProgressNotificationState.Active,
});
}, 15);
AddAssert("all notifications = 15", () => Game.Notifications.AllNotifications.Count(), () => Is.EqualTo(15));
AddStep("Hold escape", () => InputManager.PressKey(Key.Escape));
AddUntilStep("confirmation dialog shown", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog is ConfirmExitDialog);
AddStep("Release escape", () => InputManager.ReleaseKey(Key.Escape));
AddStep("cancel exit", () => InputManager.Key(Key.Escape));
AddAssert("dialog dismissed", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog == null);
AddStep("complete operation", () =>
{
this.ChildrenOfType<ProgressNotification>().ForEach(n =>
{
n.Progress = 100;
n.State = ProgressNotificationState.Completed;
});
});
AddStep("Hold escape", () => InputManager.PressKey(Key.Escape));
AddUntilStep("Wait for intro", () => Game.ScreenStack.CurrentScreen is IntroScreen);
AddStep("Release escape", () => InputManager.ReleaseKey(Key.Escape));
AddUntilStep("Wait for game exit", () => Game.ScreenStack.CurrentScreen == null);
}
[Test]
public void TestForceExitWithOperationInProgress()
{
AddStep("set hold delay to 0", () => Game.LocalConfig.SetValue(OsuSetting.UIHoldActivationDelay, 0.0));
AddUntilStep("wait for dialog overlay", () => Game.ChildrenOfType<DialogOverlay>().SingleOrDefault() != null);
AddRepeatStep("start ongoing operation", () =>
{
Game.Notifications.Post(new ProgressNotification
{
Text = "Something is still running",
Progress = 0.5f,
State = ProgressNotificationState.Active,
});
}, 15);
AddRepeatStep("attempt force exit", () => Game.ScreenStack.CurrentScreen.Exit(), 2);
AddUntilStep("stopped at exit confirm", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog is ConfirmExitDialog);
}
[Test]
public void TestExitGameFromSongSelect()
{
PushAndConfirm(() => new SoloSongSelect());
exitViaEscapeAndConfirm();
pushEscape(); // returns to osu! logo
AddStep("Hold escape", () => InputManager.PressKey(Key.Escape));
AddUntilStep("Wait for intro", () => Game.ScreenStack.CurrentScreen is IntroScreen);
AddStep("Release escape", () => InputManager.ReleaseKey(Key.Escape));
AddUntilStep("Wait for game exit", () => Game.ScreenStack.CurrentScreen == null);
AddStep("test dispose doesn't crash", () => Game.Dispose());
}
[Test]
public void TestExitWithHoldDisabled()
{
AddUntilStep("wait for dialog overlay", () => Game.ChildrenOfType<DialogOverlay>().SingleOrDefault() != null);
AddStep("set hold delay to 0", () => Game.LocalConfig.SetValue(OsuSetting.UIHoldActivationDelay, 0.0));
AddStep("press escape twice rapidly", () =>
{
InputManager.Key(Key.Escape);
Schedule(InputManager.Key, Key.Escape);
});
pushEscape();
AddAssert("exit dialog is shown", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog is ConfirmExitDialog);
}
[Test]
public void TestQuickSkinEditorDoesntNukeSkin()
{
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddStep("open", () => InputManager.Key(Key.Space));
AddStep("skin", () => InputManager.Key(Key.E));
AddStep("editor", () => InputManager.Key(Key.S));
AddStep("and close immediately", () => InputManager.Key(Key.Escape));
AddStep("open again", () => InputManager.Key(Key.S));
Player player = null;
AddUntilStep("wait for player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null);
AddUntilStep("wait for gameplay still has health bar", () => player.ChildrenOfType<ArgonHealthDisplay>().Any());
}
[Test]
public void TestTouchScreenDetectionAtSongSelect()
{
AddUntilStep("wait for settings", () => Game.Settings.IsLoaded);
AddStep("touch logo", () =>
{
var button = Game.ChildrenOfType<OsuLogo>().Single();
var touch = new Touch(TouchSource.Touch1, button.ScreenSpaceDrawQuad.Centre);
InputManager.BeginTouch(touch);
InputManager.EndTouch(touch);
});
AddAssert("touch screen detected active", () => Game.Dependencies.Get<SessionStatics>().Get<bool>(Static.TouchInputActive), () => Is.True);
AddStep("click settings button", () =>
{
var button = Game.ChildrenOfType<MainMenuButton>().Last();
InputManager.MoveMouseTo(button);
InputManager.Click(MouseButton.Left);
});
AddAssert("touch screen detected inactive", () => Game.Dependencies.Get<SessionStatics>().Get<bool>(Static.TouchInputActive), () => Is.False);
AddStep("close settings sidebar", () => InputManager.Key(Key.Escape));
Screens.Select.SongSelect songSelect = null;
AddRepeatStep("go to solo", () => InputManager.Key(Key.P), 3);
AddUntilStep("wait for song select", () => (songSelect = Game.ScreenStack.CurrentScreen as Screens.Select.SongSelect) != null);
AddUntilStep("wait for beatmap sets loaded", () => songSelect.CarouselItemsPresented);
AddStep("switch to osu! ruleset", () =>
{
InputManager.PressKey(Key.LControl);
InputManager.Key(Key.Number1);
InputManager.ReleaseKey(Key.LControl);
});
AddStep("touch beatmap wedge", () =>
{
var wedge = Game.ChildrenOfType<BeatmapTitleWedge>().Single();
var touch = new Touch(TouchSource.Touch2, wedge.ScreenSpaceDrawQuad.Centre);
InputManager.BeginTouch(touch);
InputManager.EndTouch(touch);
});
AddUntilStep("touch device mod activated", () => Game.SelectedMods.Value, () => Has.One.InstanceOf<ModTouchDevice>());
AddStep("switch to mania ruleset", () =>
{
InputManager.PressKey(Key.LControl);
InputManager.Key(Key.Number4);
InputManager.ReleaseKey(Key.LControl);
});
AddUntilStep("touch device mod not activated", () => Game.SelectedMods.Value, () => Has.None.InstanceOf<ModTouchDevice>());
AddStep("touch beatmap wedge", () =>
{
var wedge = Game.ChildrenOfType<BeatmapTitleWedge>().Single();
var touch = new Touch(TouchSource.Touch2, wedge.ScreenSpaceDrawQuad.Centre);
InputManager.BeginTouch(touch);
InputManager.EndTouch(touch);
});
AddUntilStep("touch device mod not activated", () => Game.SelectedMods.Value, () => Has.None.InstanceOf<ModTouchDevice>());
AddStep("switch to osu! ruleset", () =>
{
InputManager.PressKey(Key.LControl);
InputManager.Key(Key.Number1);
InputManager.ReleaseKey(Key.LControl);
});
AddUntilStep("touch device mod activated", () => Game.SelectedMods.Value, () => Has.One.InstanceOf<ModTouchDevice>());
AddStep("click beatmap wedge", () =>
{
InputManager.MoveMouseTo(Game.ChildrenOfType<BeatmapTitleWedge>().Single());
InputManager.Click(MouseButton.Left);
});
AddUntilStep("touch device mod not activated", () => Game.SelectedMods.Value, () => Has.None.InstanceOf<ModTouchDevice>());
}
[Test]
public void TestTouchScreenDetectionInGame()
{
BeatmapSetInfo beatmapSet = null;
PushAndConfirm(() => new SoloSongSelect());
AddStep("import beatmap", () => beatmapSet = BeatmapImportHelper.LoadQuickOszIntoOsu(Game).GetResultSafely());
AddUntilStep("wait for selected", () => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet));
AddStep("select", () => InputManager.Key(Key.Enter));
Player player = null;
AddUntilStep("wait for player", () =>
{
DismissAnyNotifications();
return (player = Game.ScreenStack.CurrentScreen as Player) != null;
});
AddUntilStep("wait for track playing", () => Game.Beatmap.Value.Track.IsRunning);
AddStep("touch", () =>
{
var touch = new Touch(TouchSource.Touch2, Game.ScreenSpaceDrawQuad.Centre);
InputManager.BeginTouch(touch);
InputManager.EndTouch(touch);
});
AddUntilStep("touch device mod added to score", () => player.Score.ScoreInfo.Mods, () => Has.One.InstanceOf<ModTouchDevice>());
AddStep("exit player", () => player.Exit());
AddUntilStep("touch device mod still active", () => Game.SelectedMods.Value, () => Has.One.InstanceOf<ModTouchDevice>());
}
[Test]
public void TestExitSongSelectAndImmediatelyClickLogo()
{
Screens.Select.SongSelect songSelect = null;
PushAndConfirm(() => songSelect = new SoloSongSelect());
AddUntilStep("wait for song select", () => songSelect.CarouselItemsPresented);
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
AddStep("press escape and then click logo immediately", () =>
{
InputManager.Key(Key.Escape);
clickLogoWhenNotCurrent();
});
void clickLogoWhenNotCurrent()
{
if (songSelect.IsCurrentScreen())
Scheduler.AddOnce(clickLogoWhenNotCurrent);
else
{
InputManager.MoveMouseTo(Game.ChildrenOfType<OsuLogo>().Single());
InputManager.Click(MouseButton.Left);
}
}
}
[Test]
public void TestPresentBeatmapAfterDeletion()
{
BeatmapSetInfo beatmap = null;
Screens.Select.SongSelect songSelect = null;
PushAndConfirm(() => songSelect = new SoloSongSelect());
AddUntilStep("wait for song select", () => songSelect.CarouselItemsPresented);
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
AddStep("delete selected beatmap", () =>
{
beatmap = Game.Beatmap.Value.BeatmapSetInfo;
Game.BeatmapManager.Delete(Game.Beatmap.Value.BeatmapSetInfo);
});
AddUntilStep("nothing selected", () => Game.Beatmap.IsDefault);
AddStep("present deleted beatmap", () => Game.PresentBeatmap(beatmap));
AddAssert("still nothing selected", () => Game.Beatmap.IsDefault);
}
[Test]
public void TestVolumeMeterDragDoesNotDismissFocusedOverlay()
{
AddStep("show beatmap overlay", () => Game.ShowBeatmapSet(1));
AddUntilStep("beatmap overlay still visible",
() => Game.ChildrenOfType<BeatmapSetOverlay>().SingleOrDefault()?.State.Value,
() => Is.EqualTo(Visibility.Visible));
AddStep("set game volume to max", () => Game.Dependencies.Get<FrameworkConfigManager>().SetValue(FrameworkSetting.VolumeUniversal, 1d));
AddStep("move to centre", () => InputManager.MoveMouseTo(Game));
AddStep("alt-scroll down", () =>
{
InputManager.PressKey(Key.AltLeft);
InputManager.ScrollVerticalBy(-1);
InputManager.ReleaseKey(Key.AltLeft);
});
AddUntilStep("wait for volume overlay to show", () => Game.ChildrenOfType<VolumeOverlay>().SingleOrDefault()?.State.Value, () => Is.EqualTo(Visibility.Visible));
AddStep("start dragging meter", () =>
{
InputManager.MoveMouseTo(Game.ChildrenOfType<VolumeMeter>().First().ChildrenOfType<OsuSpriteText>().First());
InputManager.PressButton(MouseButton.Left);
});
AddStep("drag away", () => InputManager.MoveMouseTo(Game.ChildrenOfType<VolumeMeter>().First().ChildrenOfType<OsuSpriteText>().First(), new Vector2(0, -100)));
AddStep("release mouse", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("beatmap overlay still visible",
() => Game.ChildrenOfType<BeatmapSetOverlay>().SingleOrDefault()?.State.Value,
() => Is.EqualTo(Visibility.Visible));
}
private Func<Player> playToResults()
{
var player = playToCompletion();
AddUntilStep("wait for results", () => (Game.ScreenStack.CurrentScreen as ResultsScreen)?.IsLoaded == true);
return player;
}
private Func<Player> playToCompletion()
{
Player player = null;
IWorkingBeatmap beatmap() => Game.Beatmap.Value;
Screens.Select.SongSelect songSelect = null;
PushAndConfirm(() => songSelect = new SoloSongSelect());
AddUntilStep("wait for song select", () => songSelect.CarouselItemsPresented);
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
AddStep("set mods", () => Game.SelectedMods.Value = new Mod[] { new OsuModNoFail(), new OsuModDoubleTime { SpeedChange = { Value = 2 } } });
AddStep("press enter", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for player", () =>
{
DismissAnyNotifications();
return (player = Game.ScreenStack.CurrentScreen as Player) != null;
});
AddUntilStep("wait for track playing", () => beatmap().Track.IsRunning);
AddStep("seek to near end", () => player.ChildrenOfType<GameplayClockContainer>().First().Seek(beatmap().Beatmap.HitObjects[^1].StartTime - 1000));
AddUntilStep("wait for complete", () => player.GameplayState.HasPassed);
return () => player;
}
private void pushEscape() =>
AddStep("Press escape", () => InputManager.Key(Key.Escape));
private void exitViaEscapeAndConfirm()
{
pushEscape();
ConfirmAtMainMenu();
}
private void exitViaBackButtonAndConfirm()
{
AddStep("Move mouse to backButton", () => InputManager.MoveMouseTo(backButtonPosition));
AddStep("Click back button", () => InputManager.Click(MouseButton.Left));
ConfirmAtMainMenu();
}
}
}