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900 lines
42 KiB
C#
900 lines
42 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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#nullable disable
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using System;
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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.Configuration;
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using osu.Framework.Extensions;
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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.UserInterface;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Collections;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.API;
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using osu.Game.Online.Leaderboards;
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using osu.Game.Overlays;
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using osu.Game.Overlays.BeatmapListing;
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using osu.Game.Overlays.Mods;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Overlays.Toolbar;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Scoring;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.OnlinePlay.Lounge;
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using osu.Game.Screens.OnlinePlay.Match.Components;
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using osu.Game.Screens.OnlinePlay.Playlists;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Ranking;
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using osu.Game.Screens.Select;
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using osu.Game.Screens.Select.Carousel;
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using osu.Game.Screens.Select.Leaderboards;
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using osu.Game.Screens.Select.Options;
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using osu.Game.Tests.Beatmaps.IO;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Navigation
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{
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public partial class TestSceneScreenNavigation : OsuGameTestScene
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{
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private const float click_padding = 25;
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private Vector2 backButtonPosition => Game.ToScreenSpace(new Vector2(click_padding, Game.LayoutRectangle.Bottom - click_padding));
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private Vector2 optionsButtonPosition => Game.ToScreenSpace(new Vector2(click_padding, click_padding));
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[TestCase(false)]
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[TestCase(true)]
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public void TestConfirmationRequiredToDiscardPlaylist(bool withPlaylistItemAdded)
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{
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Screens.OnlinePlay.Playlists.Playlists playlistScreen = null;
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AddUntilStep("wait for dialog overlay", () => Game.ChildrenOfType<DialogOverlay>().SingleOrDefault() != null);
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PushAndConfirm(() => playlistScreen = new Screens.OnlinePlay.Playlists.Playlists());
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
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AddStep("open create screen", () =>
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{
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InputManager.MoveMouseTo(playlistScreen.ChildrenOfType<CreatePlaylistsRoomButton>().Single());
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InputManager.Click(MouseButton.Left);
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});
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if (withPlaylistItemAdded)
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{
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AddUntilStep("wait for settings displayed",
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() => (playlistScreen.CurrentSubScreen as PlaylistsRoomSubScreen)?.ChildrenOfType<PlaylistsRoomSettingsOverlay>().SingleOrDefault()?.State.Value == Visibility.Visible);
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AddStep("edit playlist", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for song select", () => (playlistScreen.CurrentSubScreen as PlaylistsSongSelect)?.BeatmapSetsLoaded == true);
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AddUntilStep("wait for selection", () => !Game.Beatmap.IsDefault);
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AddStep("add item", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for return to playlist screen", () => playlistScreen.CurrentSubScreen is PlaylistsRoomSubScreen);
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AddStep("go back to song select", () =>
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{
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InputManager.MoveMouseTo(playlistScreen.ChildrenOfType<PurpleRoundedButton>().Single(b => b.Text == "Edit playlist"));
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InputManager.Click(MouseButton.Left);
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});
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AddUntilStep("wait for song select", () => (playlistScreen.CurrentSubScreen as PlaylistsSongSelect)?.BeatmapSetsLoaded == true);
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AddStep("press home button", () =>
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{
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InputManager.MoveMouseTo(Game.Toolbar.ChildrenOfType<ToolbarHomeButton>().Single());
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InputManager.Click(MouseButton.Left);
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});
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AddAssert("confirmation dialog shown", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog is not null);
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pushEscape();
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pushEscape();
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AddAssert("confirmation dialog shown", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog is not null);
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AddStep("confirm exit", () => InputManager.Key(Key.Enter));
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AddAssert("dialog dismissed", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog == null);
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exitViaEscapeAndConfirm();
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}
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else
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{
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pushEscape();
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AddAssert("confirmation dialog not shown", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog == null);
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exitViaEscapeAndConfirm();
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}
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}
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[Test]
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public void TestExitSongSelectWithEscape()
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{
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TestPlaySongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
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AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
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pushEscape();
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AddAssert("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
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exitViaEscapeAndConfirm();
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}
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[Test]
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public void TestSongSelectBackActionHandling()
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{
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TestPlaySongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddStep("set filter", () => songSelect.ChildrenOfType<SearchTextBox>().Single().Current.Value = "test");
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AddStep("press back", () => InputManager.Click(MouseButton.Button1));
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AddAssert("still at song select", () => Game.ScreenStack.CurrentScreen == songSelect);
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AddAssert("filter cleared", () => string.IsNullOrEmpty(songSelect.ChildrenOfType<SearchTextBox>().Single().Current.Value));
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AddStep("set filter again", () => songSelect.ChildrenOfType<SearchTextBox>().Single().Current.Value = "test");
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AddStep("open collections dropdown", () =>
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{
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InputManager.MoveMouseTo(songSelect.ChildrenOfType<CollectionDropdown>().Single());
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InputManager.Click(MouseButton.Left);
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});
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AddStep("press back once", () => InputManager.Click(MouseButton.Button1));
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AddAssert("still at song select", () => Game.ScreenStack.CurrentScreen == songSelect);
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AddAssert("collections dropdown closed", () => songSelect
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.ChildrenOfType<CollectionDropdown>().Single()
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.ChildrenOfType<Dropdown<CollectionFilterMenuItem>.DropdownMenu>().Single().State == MenuState.Closed);
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AddStep("press back a second time", () => InputManager.Click(MouseButton.Button1));
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AddAssert("filter cleared", () => string.IsNullOrEmpty(songSelect.ChildrenOfType<SearchTextBox>().Single().Current.Value));
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AddStep("press back a third time", () => InputManager.Click(MouseButton.Button1));
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ConfirmAtMainMenu();
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}
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[Test]
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public void TestSongSelectScrollHandling()
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{
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TestPlaySongSelect songSelect = null;
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double scrollPosition = 0;
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AddStep("set game volume to max", () => Game.Dependencies.Get<FrameworkConfigManager>().SetValue(FrameworkSetting.VolumeUniversal, 1d));
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AddUntilStep("wait for volume overlay to hide", () => Game.ChildrenOfType<VolumeOverlay>().Single().State.Value, () => Is.EqualTo(Visibility.Hidden));
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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AddStep("store scroll position", () => scrollPosition = getCarouselScrollPosition());
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AddStep("move to left side", () => InputManager.MoveMouseTo(
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songSelect.ChildrenOfType<Screens.Select.SongSelect.LeftSideInteractionContainer>().Single().ScreenSpaceDrawQuad.TopLeft + new Vector2(1)));
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AddStep("scroll down", () => InputManager.ScrollVerticalBy(-1));
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AddAssert("carousel didn't move", getCarouselScrollPosition, () => Is.EqualTo(scrollPosition));
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AddRepeatStep("alt-scroll down", () =>
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{
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InputManager.PressKey(Key.AltLeft);
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InputManager.ScrollVerticalBy(-1);
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InputManager.ReleaseKey(Key.AltLeft);
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}, 5);
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AddAssert("game volume decreased", () => Game.Dependencies.Get<FrameworkConfigManager>().Get<double>(FrameworkSetting.VolumeUniversal), () => Is.LessThan(1));
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AddStep("move to carousel", () => InputManager.MoveMouseTo(songSelect.ChildrenOfType<BeatmapCarousel>().Single()));
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AddStep("scroll down", () => InputManager.ScrollVerticalBy(-1));
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AddAssert("carousel moved", getCarouselScrollPosition, () => Is.Not.EqualTo(scrollPosition));
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double getCarouselScrollPosition() => Game.ChildrenOfType<UserTrackingScrollContainer<DrawableCarouselItem>>().Single().Current;
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}
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/// <summary>
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/// 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
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/// but should be handled *after* song select).
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/// </summary>
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[Test]
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public void TestOpenModSelectOverlayUsingAction()
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{
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TestPlaySongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddStep("Show mods overlay", () => InputManager.Key(Key.F1));
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AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
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}
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[Test]
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public void TestRetryCountIncrements()
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{
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Player player = null;
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Screens.Select.SongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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AddStep("press enter", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for player", () =>
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{
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DismissAnyNotifications();
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player = Game.ScreenStack.CurrentScreen as Player;
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return player?.IsLoaded == true;
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});
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AddAssert("retry count is 0", () => player.RestartCount == 0);
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// todo: see https://github.com/ppy/osu/issues/22220
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// tests are supposed to be immune to this edge case by the logic in TestPlayer,
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// but we're running a full game instance here, so we have to work around it manually.
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AddStep("end spectator before retry", () => Game.SpectatorClient.EndPlaying(player.GameplayState));
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AddStep("attempt to retry", () => player.ChildrenOfType<HotkeyRetryOverlay>().First().Action());
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AddAssert("old player score marked failed", () => player.Score.ScoreInfo.Rank, () => Is.EqualTo(ScoreRank.F));
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AddUntilStep("wait for old player gone", () => Game.ScreenStack.CurrentScreen != player);
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AddUntilStep("get new player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null);
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AddAssert("retry count is 1", () => player.RestartCount == 1);
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}
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[Test]
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public void TestRetryImmediatelyAfterCompletion()
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{
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var getOriginalPlayer = playToCompletion();
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AddStep("attempt to retry", () => getOriginalPlayer().ChildrenOfType<HotkeyRetryOverlay>().First().Action());
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AddAssert("original play isn't failed", () => getOriginalPlayer().Score.ScoreInfo.Rank, () => Is.Not.EqualTo(ScoreRank.F));
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AddUntilStep("wait for player", () => Game.ScreenStack.CurrentScreen != getOriginalPlayer() && Game.ScreenStack.CurrentScreen is Player);
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}
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[Test]
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public void TestExitImmediatelyAfterCompletion()
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{
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var player = playToCompletion();
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AddStep("attempt to exit", () => player().ChildrenOfType<HotkeyExitOverlay>().First().Action());
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AddUntilStep("wait for results", () => Game.ScreenStack.CurrentScreen is ResultsScreen);
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}
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[Test]
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public void TestRetryFromResults()
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{
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var getOriginalPlayer = playToResults();
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AddStep("attempt to retry", () => ((ResultsScreen)Game.ScreenStack.CurrentScreen).ChildrenOfType<HotkeyRetryOverlay>().First().Action());
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AddUntilStep("wait for player", () => Game.ScreenStack.CurrentScreen != getOriginalPlayer() && Game.ScreenStack.CurrentScreen is Player);
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}
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[Test]
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public void TestDeleteAllScoresAfterPlaying()
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{
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playToResults();
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ScoreInfo score = null;
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LeaderboardScore scorePanel = null;
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AddStep("get score", () => score = ((ResultsScreen)Game.ScreenStack.CurrentScreen).Score);
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AddAssert("ensure score is databased", () => Game.Realm.Run(r => r.Find<ScoreInfo>(score.ID)?.DeletePending == false));
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AddStep("press back button", () => Game.ChildrenOfType<BackButton>().First().Action());
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AddStep("show local scores",
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() => Game.ChildrenOfType<BeatmapDetailAreaTabControl>().First().Current.Value = new BeatmapDetailAreaLeaderboardTabItem<BeatmapLeaderboardScope>(BeatmapLeaderboardScope.Local));
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AddUntilStep("wait for score displayed", () => (scorePanel = Game.ChildrenOfType<LeaderboardScore>().FirstOrDefault(s => s.Score.Equals(score))) != null);
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AddStep("open options", () => InputManager.Key(Key.F3));
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AddStep("choose clear all scores", () => InputManager.Key(Key.Number4));
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AddUntilStep("wait for dialog display", () => ((Drawable)Game.Dependencies.Get<IDialogOverlay>()).IsLoaded);
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AddUntilStep("wait for dialog", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog != null);
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AddStep("confirm deletion", () => InputManager.Key(Key.Number1));
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AddUntilStep("wait for dialog dismissed", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog == null);
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AddUntilStep("ensure score is pending deletion", () => Game.Realm.Run(r => r.Find<ScoreInfo>(score.ID)?.DeletePending == true));
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AddUntilStep("wait for score panel removal", () => scorePanel.Parent == null);
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}
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[Test]
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public void TestDeleteScoreAfterPlaying()
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{
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playToResults();
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ScoreInfo score = null;
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LeaderboardScore scorePanel = null;
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AddStep("get score", () => score = ((ResultsScreen)Game.ScreenStack.CurrentScreen).Score);
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AddAssert("ensure score is databased", () => Game.Realm.Run(r => r.Find<ScoreInfo>(score.ID)?.DeletePending == false));
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AddStep("press back button", () => Game.ChildrenOfType<BackButton>().First().Action());
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AddStep("show local scores",
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() => Game.ChildrenOfType<BeatmapDetailAreaTabControl>().First().Current.Value = new BeatmapDetailAreaLeaderboardTabItem<BeatmapLeaderboardScope>(BeatmapLeaderboardScope.Local));
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AddUntilStep("wait for score displayed", () => (scorePanel = Game.ChildrenOfType<LeaderboardScore>().FirstOrDefault(s => s.Score.Equals(score))) != null);
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AddStep("right click panel", () =>
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{
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InputManager.MoveMouseTo(scorePanel);
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InputManager.Click(MouseButton.Right);
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});
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AddStep("click delete", () =>
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{
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var dropdownItem = Game
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.ChildrenOfType<PlayBeatmapDetailArea>().First()
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.ChildrenOfType<OsuContextMenu>().First()
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.ChildrenOfType<DrawableOsuMenuItem>().First(i => i.Item.Text.ToString() == "Delete");
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InputManager.MoveMouseTo(dropdownItem);
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InputManager.Click(MouseButton.Left);
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});
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AddUntilStep("wait for dialog display", () => ((Drawable)Game.Dependencies.Get<IDialogOverlay>()).IsLoaded);
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AddUntilStep("wait for dialog", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog != null);
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AddStep("confirm deletion", () => InputManager.Key(Key.Number1));
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AddUntilStep("wait for dialog dismissed", () => Game.Dependencies.Get<IDialogOverlay>().CurrentDialog == null);
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AddUntilStep("ensure score is pending deletion", () => Game.Realm.Run(r => r.Find<ScoreInfo>(score.ID)?.DeletePending == true));
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AddUntilStep("wait for score panel removal", () => scorePanel.Parent == null);
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}
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[TestCase(true)]
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[TestCase(false)]
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public void TestSongContinuesAfterExitPlayer(bool withUserPause)
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{
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Player player = null;
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IWorkingBeatmap beatmap() => Game.Beatmap.Value;
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Screens.Select.SongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
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AddStep("import beatmap", () => BeatmapImportHelper.LoadOszIntoOsu(Game, virtualTrack: true).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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if (withUserPause)
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AddStep("pause", () => Game.Dependencies.Get<MusicController>().Stop(true));
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AddStep("press enter", () => InputManager.Key(Key.Enter));
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AddUntilStep("wait for player", () =>
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{
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DismissAnyNotifications();
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return (player = Game.ScreenStack.CurrentScreen as Player) != null;
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});
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AddUntilStep("wait for fail", () => player.GameplayState.HasFailed);
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AddUntilStep("wait for track stop", () => !Game.MusicController.IsPlaying);
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AddAssert("Ensure time before preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().BeatmapInfo.Metadata.PreviewTime);
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pushEscape();
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AddUntilStep("wait for track playing", () => Game.MusicController.IsPlaying);
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AddAssert("Ensure time wasn't reset to preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().BeatmapInfo.Metadata.PreviewTime);
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}
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[Test]
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public void TestMenuMakesMusic()
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{
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TestPlaySongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddUntilStep("wait for no track", () => Game.MusicController.CurrentTrack.IsDummyDevice);
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AddStep("return to menu", () => songSelect.Exit());
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AddUntilStep("wait for track", () => !Game.MusicController.CurrentTrack.IsDummyDevice && Game.MusicController.IsPlaying);
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}
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[Test]
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public void TestPushSongSelectAndPressBackButtonImmediately()
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{
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AddStep("push song select", () => Game.ScreenStack.Push(new TestPlaySongSelect()));
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AddStep("press back button", () => Game.ChildrenOfType<BackButton>().First().Action());
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AddWaitStep("wait two frames", 2);
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}
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[Test]
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public void TestExitSongSelectWithClick()
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{
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TestPlaySongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
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AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
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AddStep("Move mouse to dimmed area", () => InputManager.MoveMouseTo(new Vector2(
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songSelect.ScreenSpaceDrawQuad.TopLeft.X + 1,
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songSelect.ScreenSpaceDrawQuad.TopLeft.Y + songSelect.ScreenSpaceDrawQuad.Height / 2)));
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AddStep("Click left mouse button", () => InputManager.Click(MouseButton.Left));
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AddUntilStep("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
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exitViaBackButtonAndConfirm();
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}
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[Test]
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public void TestModsResetOnEnteringMultiplayer()
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{
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var osuAutomationMod = new OsuModAutoplay();
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AddStep("Enable autoplay", () => { Game.SelectedMods.Value = new[] { osuAutomationMod }; });
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PushAndConfirm(() => new Screens.OnlinePlay.Multiplayer.Multiplayer());
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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);
|
|
|
|
TestPlaySongSelect songSelect = null;
|
|
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
|
|
|
|
AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.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", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
|
|
}
|
|
|
|
[Test]
|
|
public void TestBeatmapOptionsInput()
|
|
{
|
|
AddUntilStep("Wait for toolbar to load", () => Game.Toolbar.IsLoaded);
|
|
|
|
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
|
|
|
|
TestPlaySongSelect songSelect = null;
|
|
PushAndConfirm(() => songSelect = new TestPlaySongSelect());
|
|
|
|
AddStep("Show options overlay", () => songSelect.BeatmapOptionsOverlay.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("Options overlay still visible", () => songSelect.BeatmapOptionsOverlay.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());
|
|
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()
|
|
{
|
|
AddUntilStep("wait for dialog overlay", () => Game.ChildrenOfType<DialogOverlay>().SingleOrDefault() != null);
|
|
|
|
ProgressNotification progressNotification = null!;
|
|
|
|
AddStep("start ongoing operation", () =>
|
|
{
|
|
progressNotification = new ProgressNotification
|
|
{
|
|
Text = "Something is still running",
|
|
Progress = 0.5f,
|
|
State = ProgressNotificationState.Active,
|
|
};
|
|
Game.Notifications.Post(progressNotification);
|
|
});
|
|
|
|
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", () =>
|
|
{
|
|
progressNotification.Progress = 100;
|
|
progressNotification.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);
|
|
|
|
AddStep("start ongoing operation", () =>
|
|
{
|
|
Game.Notifications.Post(new ProgressNotification
|
|
{
|
|
Text = "Something is still running",
|
|
Progress = 0.5f,
|
|
State = ProgressNotificationState.Active,
|
|
});
|
|
});
|
|
|
|
AddStep("attempt exit", () =>
|
|
{
|
|
for (int i = 0; i < 2; ++i)
|
|
Game.ScreenStack.CurrentScreen.Exit();
|
|
});
|
|
AddUntilStep("stopped at exit confirm", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog is ConfirmExitDialog);
|
|
}
|
|
|
|
[Test]
|
|
public void TestExitGameFromSongSelect()
|
|
{
|
|
PushAndConfirm(() => new TestPlaySongSelect());
|
|
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()
|
|
{
|
|
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);
|
|
}
|
|
|
|
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 TestPlaySongSelect());
|
|
AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
|
|
|
|
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();
|
|
}
|
|
|
|
public partial class TestPlaySongSelect : PlaySongSelect
|
|
{
|
|
public ModSelectOverlay ModSelectOverlay => ModSelect;
|
|
|
|
public BeatmapOptionsOverlay BeatmapOptionsOverlay => BeatmapOptions;
|
|
}
|
|
}
|
|
}
|