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osu-lazer/osu.Game.Tests/Visual/Editing/TestSceneEditorBeatmapCreation.cs
Bartłomiej Dach 12585c9f27
Fix flaky editor beatmap creation test
Came up as a failure when locally running tests for
ppy/osu-framework#6001 - but the test is actually a previously-known
flaky that I couldn't reproduce the failure of until the aforementioned
PR.

This appears to be a simple race; the test scene queries the track
length from update thread, but the length is actually set on the audio
thread. So it's not unreasonable that given unlucky timing, the length
will not be set by `TrackBass` before it is queried.

To fix, switch assert to until step. I'm generally not really willing
to give this more time of day until this change is proven insufficient.
2023-09-26 16:42:59 +02:00

531 lines
24 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.
using System;
using System.IO;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Collections;
using osu.Game.Database;
using osu.Game.Overlays.Dialog;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Catch;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Taiko;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Setup;
using osu.Game.Storyboards;
using osu.Game.Tests.Resources;
using osuTK;
using osuTK.Input;
using SharpCompress.Archives;
using SharpCompress.Archives.Zip;
namespace osu.Game.Tests.Visual.Editing
{
public partial class TestSceneEditorBeatmapCreation : EditorTestScene
{
protected override Ruleset CreateEditorRuleset() => new OsuRuleset();
protected override bool IsolateSavingFromDatabase => false;
[Resolved]
private BeatmapManager beatmapManager { get; set; } = null!;
[Resolved]
private RealmAccess realm { get; set; } = null!;
private Guid currentBeatmapSetID => EditorBeatmap.BeatmapInfo.BeatmapSet?.ID ?? Guid.Empty;
public override void SetUpSteps()
{
base.SetUpSteps();
// if we save a beatmap with a hash collision, things fall over.
// probably needs a more solid resolution in the future but this will do for now.
AddStep("make new beatmap unique", () => EditorBeatmap.Metadata.Title = Guid.NewGuid().ToString());
}
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null) => new DummyWorkingBeatmap(Audio, null);
[Test]
public void TestCreateNewBeatmap()
{
AddAssert("status is none", () => EditorBeatmap.BeatmapInfo.Status == BeatmapOnlineStatus.None);
AddStep("save beatmap", () => Editor.Save());
AddAssert("new beatmap in database", () => beatmapManager.QueryBeatmapSet(s => s.ID == currentBeatmapSetID)?.Value.DeletePending == false);
AddAssert("status is modified", () => EditorBeatmap.BeatmapInfo.Status == BeatmapOnlineStatus.LocallyModified);
}
[Test]
public void TestExitWithoutSave()
{
EditorBeatmap editorBeatmap = null!;
AddStep("store editor beatmap", () => editorBeatmap = EditorBeatmap);
AddStep("exit without save", () => Editor.Exit());
AddStep("hold to confirm", () =>
{
var confirmButton = DialogOverlay.CurrentDialog.ChildrenOfType<PopupDialogDangerousButton>().First();
InputManager.MoveMouseTo(confirmButton);
InputManager.PressButton(MouseButton.Left);
});
AddUntilStep("wait for exit", () => !Editor.IsCurrentScreen());
AddStep("release", () => InputManager.ReleaseButton(MouseButton.Left));
AddAssert("new beatmap not persisted", () => beatmapManager.QueryBeatmapSet(s => s.ID == editorBeatmap.BeatmapInfo.BeatmapSet.AsNonNull().ID)?.Value.DeletePending == true);
}
[Test]
public void TestAddAudioTrack()
{
AddAssert("track is virtual", () => Beatmap.Value.Track is TrackVirtual);
AddAssert("switch track to real track", () =>
{
var setup = Editor.ChildrenOfType<SetupScreen>().First();
string temp = TestResources.GetTestBeatmapForImport();
string extractedFolder = $"{temp}_extracted";
Directory.CreateDirectory(extractedFolder);
try
{
using (var zip = ZipArchive.Open(temp))
zip.WriteToDirectory(extractedFolder);
bool success = setup.ChildrenOfType<ResourcesSection>().First().ChangeAudioTrack(new FileInfo(Path.Combine(extractedFolder, "03. Renatus - Soleily 192kbps.mp3")));
// ensure audio file is copied to beatmap as "audio.mp3" rather than original filename.
Assert.That(Beatmap.Value.Metadata.AudioFile == "audio.mp3");
return success;
}
finally
{
File.Delete(temp);
Directory.Delete(extractedFolder, true);
}
});
AddAssert("track is not virtual", () => Beatmap.Value.Track is not TrackVirtual);
AddUntilStep("track length changed", () => Beatmap.Value.Track.Length > 60000);
AddStep("test play", () => Editor.TestGameplay());
AddUntilStep("wait for dialog", () => DialogOverlay.CurrentDialog != null);
AddStep("confirm save", () => InputManager.Key(Key.Number1));
AddUntilStep("wait for return to editor", () => Editor.IsCurrentScreen());
AddAssert("track is still not virtual", () => Beatmap.Value.Track is not TrackVirtual);
AddAssert("track length correct", () => Beatmap.Value.Track.Length > 60000);
AddUntilStep("track not playing", () => !EditorClock.IsRunning);
AddStep("play track", () => InputManager.Key(Key.Space));
AddUntilStep("wait for track playing", () => EditorClock.IsRunning);
}
[Test]
public void TestCreateNewDifficulty([Values] bool sameRuleset)
{
string firstDifficultyName = Guid.NewGuid().ToString();
string secondDifficultyName = Guid.NewGuid().ToString();
AddStep("set unique difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = firstDifficultyName);
AddStep("add timing point", () => EditorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint { BeatLength = 1000 }));
AddStep("add hitobjects", () => EditorBeatmap.AddRange(new[]
{
new HitCircle
{
Position = new Vector2(0),
StartTime = 0
},
new HitCircle
{
Position = OsuPlayfield.BASE_SIZE,
StartTime = 1000
}
}));
AddStep("save beatmap", () => Editor.Save());
AddAssert("new beatmap persisted", () =>
{
var beatmap = beatmapManager.QueryBeatmap(b => b.DifficultyName == firstDifficultyName);
var set = beatmapManager.QueryBeatmapSet(s => s.ID == currentBeatmapSetID);
return beatmap != null
&& beatmap.DifficultyName == firstDifficultyName
&& set != null
&& set.PerformRead(s => s.Beatmaps.Single().ID == beatmap.ID);
});
AddAssert("can save again", () => Editor.Save());
AddStep("create new difficulty", () => Editor.CreateNewDifficulty(sameRuleset ? new OsuRuleset().RulesetInfo : new CatchRuleset().RulesetInfo));
if (sameRuleset)
{
AddUntilStep("wait for dialog", () => DialogOverlay.CurrentDialog is CreateNewDifficultyDialog);
AddStep("confirm creation with no objects", () => DialogOverlay.CurrentDialog.PerformOkAction());
}
AddUntilStep("wait for created", () =>
{
string? difficultyName = Editor.ChildrenOfType<EditorBeatmap>().SingleOrDefault()?.BeatmapInfo.DifficultyName;
return difficultyName != null && difficultyName != firstDifficultyName;
});
AddAssert("created difficulty has timing point", () =>
{
var timingPoint = EditorBeatmap.ControlPointInfo.TimingPoints.Single();
return timingPoint.Time == 0 && timingPoint.BeatLength == 1000;
});
AddAssert("created difficulty has no objects", () => EditorBeatmap.HitObjects.Count == 0);
AddAssert("status is modified", () => EditorBeatmap.BeatmapInfo.Status == BeatmapOnlineStatus.LocallyModified);
AddStep("set unique difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = secondDifficultyName);
AddStep("save beatmap", () => Editor.Save());
AddAssert("new beatmap persisted", () =>
{
var beatmap = beatmapManager.QueryBeatmap(b => b.DifficultyName == secondDifficultyName);
var set = beatmapManager.QueryBeatmapSet(s => s.ID == currentBeatmapSetID);
return beatmap != null
&& beatmap.DifficultyName == secondDifficultyName
&& set != null
&& set.PerformRead(s =>
s.Beatmaps.Count == 2 && s.Beatmaps.Any(b => b.DifficultyName == secondDifficultyName) && s.Beatmaps.All(b => s.Status == BeatmapOnlineStatus.LocallyModified));
});
}
[Test]
public void TestCopyDifficulty()
{
string originalDifficultyName = Guid.NewGuid().ToString();
string copyDifficultyName = $"{originalDifficultyName} (copy)";
AddStep("set unique difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = originalDifficultyName);
AddStep("add timing point", () => EditorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint { BeatLength = 1000 }));
AddStep("add hitobjects", () => EditorBeatmap.AddRange(new[]
{
new HitCircle
{
Position = new Vector2(0),
StartTime = 0
},
new HitCircle
{
Position = OsuPlayfield.BASE_SIZE,
StartTime = 1000
}
}));
AddStep("set approach rate", () => EditorBeatmap.Difficulty.ApproachRate = 4);
AddStep("set combo colours", () =>
{
var beatmapSkin = EditorBeatmap.BeatmapSkin.AsNonNull();
beatmapSkin.ComboColours.Clear();
beatmapSkin.ComboColours.AddRange(new[]
{
new Colour4(255, 0, 0, 255),
new Colour4(0, 0, 255, 255)
});
});
AddStep("set status & online ID", () =>
{
EditorBeatmap.BeatmapInfo.OnlineID = 123456;
EditorBeatmap.BeatmapInfo.Status = BeatmapOnlineStatus.WIP;
});
AddStep("save beatmap", () => Editor.Save());
AddAssert("new beatmap persisted", () =>
{
var beatmap = beatmapManager.QueryBeatmap(b => b.DifficultyName == originalDifficultyName);
var set = beatmapManager.QueryBeatmapSet(s => s.ID == currentBeatmapSetID);
return beatmap != null
&& beatmap.DifficultyName == originalDifficultyName
&& set != null
&& set.PerformRead(s => s.Beatmaps.Single().ID == beatmap.ID);
});
AddAssert("can save again", () => Editor.Save());
AddStep("create new difficulty", () => Editor.CreateNewDifficulty(new OsuRuleset().RulesetInfo));
AddUntilStep("wait for dialog", () => DialogOverlay.CurrentDialog is CreateNewDifficultyDialog);
AddStep("confirm creation as a copy", () => DialogOverlay.CurrentDialog.Buttons.ElementAt(1).TriggerClick());
AddUntilStep("wait for created", () =>
{
string? difficultyName = Editor.ChildrenOfType<EditorBeatmap>().SingleOrDefault()?.BeatmapInfo.DifficultyName;
return difficultyName != null && difficultyName != originalDifficultyName;
});
AddAssert("created difficulty has copy suffix in name", () => EditorBeatmap.BeatmapInfo.DifficultyName == copyDifficultyName);
AddAssert("created difficulty has timing point", () =>
{
var timingPoint = EditorBeatmap.ControlPointInfo.TimingPoints.Single();
return timingPoint.Time == 0 && timingPoint.BeatLength == 1000;
});
AddAssert("created difficulty has objects", () => EditorBeatmap.HitObjects.Count == 2);
AddAssert("approach rate correctly copied", () => EditorBeatmap.Difficulty.ApproachRate == 4);
AddAssert("combo colours correctly copied", () => EditorBeatmap.BeatmapSkin.AsNonNull().ComboColours.Count == 2);
AddAssert("status is modified", () => EditorBeatmap.BeatmapInfo.Status == BeatmapOnlineStatus.LocallyModified);
AddAssert("online ID not copied", () => EditorBeatmap.BeatmapInfo.OnlineID == -1);
AddStep("save beatmap", () => Editor.Save());
BeatmapInfo? refetchedBeatmap = null;
Live<BeatmapSetInfo>? refetchedBeatmapSet = null;
AddStep("refetch from database", () =>
{
refetchedBeatmap = beatmapManager.QueryBeatmap(b => b.DifficultyName == copyDifficultyName);
refetchedBeatmapSet = beatmapManager.QueryBeatmapSet(s => s.ID == currentBeatmapSetID);
});
AddAssert("new beatmap persisted", () =>
{
return refetchedBeatmap != null
&& refetchedBeatmap.DifficultyName == copyDifficultyName
&& refetchedBeatmapSet != null
&& refetchedBeatmapSet.PerformRead(s =>
s.Beatmaps.Count == 2
&& s.Beatmaps.Any(b => b.DifficultyName == originalDifficultyName)
&& s.Beatmaps.Any(b => b.DifficultyName == copyDifficultyName));
});
AddAssert("old beatmap file not deleted", () => refetchedBeatmapSet.AsNonNull().PerformRead(s => s.Files.Count == 2));
}
[Test]
public void TestCopyDifficultyDoesNotChangeCollections()
{
string originalDifficultyName = Guid.NewGuid().ToString();
AddStep("set unique difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = originalDifficultyName);
AddStep("save beatmap", () => Editor.Save());
string originalMd5 = string.Empty;
BeatmapCollection collection = null!;
AddStep("setup a collection with original beatmap", () =>
{
collection = new BeatmapCollection("test copy");
collection.BeatmapMD5Hashes.Add(originalMd5 = EditorBeatmap.BeatmapInfo.MD5Hash);
realm.Write(r =>
{
r.Add(collection);
});
});
AddAssert("collection contains original beatmap", () =>
!string.IsNullOrEmpty(originalMd5) && collection.BeatmapMD5Hashes.Contains(originalMd5));
AddStep("create new difficulty", () => Editor.CreateNewDifficulty(new OsuRuleset().RulesetInfo));
AddUntilStep("wait for dialog", () => DialogOverlay.CurrentDialog is CreateNewDifficultyDialog);
AddStep("confirm creation as a copy", () => DialogOverlay.CurrentDialog.Buttons.ElementAt(1).TriggerClick());
AddUntilStep("wait for created", () =>
{
string? difficultyName = Editor.ChildrenOfType<EditorBeatmap>().SingleOrDefault()?.BeatmapInfo.DifficultyName;
return difficultyName != null && difficultyName != originalDifficultyName;
});
AddStep("save without changes", () => Editor.Save());
AddAssert("collection still points to old beatmap", () => !collection.BeatmapMD5Hashes.Contains(EditorBeatmap.BeatmapInfo.MD5Hash)
&& collection.BeatmapMD5Hashes.Contains(originalMd5));
AddStep("clean up collection", () =>
{
realm.Write(r =>
{
r.Remove(collection);
});
});
}
[Test]
public void TestCreateMultipleNewDifficultiesSucceeds()
{
Guid setId = Guid.Empty;
AddStep("retrieve set ID", () => setId = EditorBeatmap.BeatmapInfo.BeatmapSet!.ID);
AddStep("set difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = "New Difficulty");
AddStep("save beatmap", () => Editor.Save());
AddAssert("new beatmap persisted", () =>
{
var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId);
return set != null && set.PerformRead(s => s.Beatmaps.Count == 1 && s.Files.Count == 1);
});
AddStep("try to create new difficulty", () => Editor.CreateNewDifficulty(new OsuRuleset().RulesetInfo));
AddUntilStep("wait for dialog", () => DialogOverlay.CurrentDialog is CreateNewDifficultyDialog);
AddStep("confirm creation with no objects", () => DialogOverlay.CurrentDialog.PerformOkAction());
AddUntilStep("wait for created", () =>
{
string? difficultyName = Editor.ChildrenOfType<EditorBeatmap>().SingleOrDefault()?.BeatmapInfo.DifficultyName;
return difficultyName != null && difficultyName != "New Difficulty";
});
AddAssert("new difficulty has correct name", () => EditorBeatmap.BeatmapInfo.DifficultyName == "New Difficulty (1)");
AddAssert("new difficulty persisted", () =>
{
var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId);
return set != null && set.PerformRead(s => s.Beatmaps.Count == 2 && s.Files.Count == 2);
});
}
[Test]
public void TestSavingBeatmapFailsWithSameNamedDifficulties([Values] bool sameRuleset)
{
Guid setId = Guid.Empty;
const string duplicate_difficulty_name = "duplicate";
AddStep("retrieve set ID", () => setId = EditorBeatmap.BeatmapInfo.BeatmapSet!.ID);
AddStep("set difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = duplicate_difficulty_name);
AddStep("save beatmap", () => Editor.Save());
AddAssert("new beatmap persisted", () =>
{
var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId);
return set != null && set.PerformRead(s => s.Beatmaps.Count == 1 && s.Files.Count == 1);
});
AddStep("create new difficulty", () => Editor.CreateNewDifficulty(sameRuleset ? new OsuRuleset().RulesetInfo : new CatchRuleset().RulesetInfo));
if (sameRuleset)
{
AddUntilStep("wait for dialog", () => DialogOverlay.CurrentDialog is CreateNewDifficultyDialog);
AddStep("confirm creation with no objects", () => DialogOverlay.CurrentDialog.PerformOkAction());
}
AddUntilStep("wait for created", () =>
{
string? difficultyName = Editor.ChildrenOfType<EditorBeatmap>().SingleOrDefault()?.BeatmapInfo.DifficultyName;
return difficultyName != null && difficultyName != duplicate_difficulty_name;
});
AddStep("set difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = duplicate_difficulty_name);
AddStep("try to save beatmap", () => Editor.Save());
AddAssert("beatmap set not corrupted", () =>
{
var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId);
// the difficulty was already created at the point of the switch.
// what we want to check is that both difficulties do not use the same file.
return set != null && set.PerformRead(s => s.Beatmaps.Count == 2 && s.Files.Count == 2);
});
}
[Test]
public void TestExitBlockedWhenSavingBeatmapWithSameNamedDifficulties()
{
Guid setId = Guid.Empty;
const string duplicate_difficulty_name = "duplicate";
AddStep("retrieve set ID", () => setId = EditorBeatmap.BeatmapInfo.BeatmapSet!.ID);
AddStep("set difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = duplicate_difficulty_name);
AddStep("save beatmap", () => Editor.Save());
AddAssert("new beatmap persisted", () =>
{
var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId);
return set != null && set.PerformRead(s => s.Beatmaps.Count == 1 && s.Files.Count == 1);
});
AddStep("create new difficulty", () => Editor.CreateNewDifficulty(new CatchRuleset().RulesetInfo));
AddUntilStep("wait for created", () =>
{
string? difficultyName = Editor.ChildrenOfType<EditorBeatmap>().SingleOrDefault()?.BeatmapInfo.DifficultyName;
return difficultyName != null && difficultyName != duplicate_difficulty_name;
});
AddUntilStep("wait for editor load", () => Editor.IsLoaded && DialogOverlay.IsLoaded);
AddStep("add hitobjects", () => EditorBeatmap.AddRange(new[]
{
new Fruit
{
StartTime = 0
},
new Fruit
{
StartTime = 1000
}
}));
AddStep("set difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = duplicate_difficulty_name);
AddUntilStep("wait for has unsaved changes", () => Editor.HasUnsavedChanges);
AddStep("exit", () => Editor.Exit());
AddUntilStep("wait for dialog", () => DialogOverlay.CurrentDialog is PromptForSaveDialog);
AddStep("attempt to save", () => DialogOverlay.CurrentDialog.PerformOkAction());
AddAssert("editor is still current", () => Editor.IsCurrentScreen());
}
[Test]
public void TestCreateNewDifficultyForInconvertibleRuleset()
{
Guid setId = Guid.Empty;
AddStep("retrieve set ID", () => setId = EditorBeatmap.BeatmapInfo.BeatmapSet!.ID);
AddStep("save beatmap", () => Editor.Save());
AddStep("try to create new taiko difficulty", () => Editor.CreateNewDifficulty(new TaikoRuleset().RulesetInfo));
AddUntilStep("wait for created", () =>
{
string? difficultyName = Editor.ChildrenOfType<EditorBeatmap>().SingleOrDefault()?.BeatmapInfo.DifficultyName;
return difficultyName != null && difficultyName == "New Difficulty";
});
AddAssert("new difficulty persisted", () =>
{
var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId);
return set != null && set.PerformRead(s => s.Beatmaps.Count == 2 && s.Files.Count == 2);
});
AddStep("add timing point", () => EditorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint { BeatLength = 1000 }));
AddStep("add hitobjects", () => EditorBeatmap.AddRange(new[]
{
new Hit
{
StartTime = 0
},
new Hit
{
StartTime = 1000
}
}));
AddStep("save beatmap", () => Editor.Save());
AddStep("try to create new catch difficulty", () => Editor.CreateNewDifficulty(new CatchRuleset().RulesetInfo));
AddUntilStep("wait for created", () =>
{
string? difficultyName = Editor.ChildrenOfType<EditorBeatmap>().SingleOrDefault()?.BeatmapInfo.DifficultyName;
return difficultyName != null && difficultyName == "New Difficulty (1)";
});
AddAssert("new difficulty persisted", () =>
{
var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId);
return set != null && set.PerformRead(s => s.Beatmaps.Count == 3 && s.Files.Count == 3);
});
}
}
}