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osu-lazer/osu.Game.Tests/Visual/Navigation/TestSceneSongSelectNavigation.cs
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2025-06-04 17:59:08 +09:00

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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.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Overlays;
using osu.Game.Screens.Footer;
using osu.Game.Screens.Play;
using osu.Game.Screens.SelectV2;
using osu.Game.Tests.Beatmaps.IO;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Navigation
{
/// <summary>
/// Tests copied out of `TestSceneScreenNavigation` which are specific to song select.
/// These are for SongSelectV2. Eventually, the tests in the above class should be deleted along with old song select.
/// </summary>
public class TestSceneSongSelectNavigation : OsuGameTestScene
{
[Test]
public void TestPushSongSelectAndPressBackButtonImmediately()
{
AddStep("push song select", () => Game.ScreenStack.Push(new SoloSongSelect()));
// TODO: without this step, a critical bug will be hit, see inline comment in `OsuGame.handleBackButton`.
AddUntilStep("Wait for song select", () => Game.ScreenStack.CurrentScreen is SoloSongSelect select && select.IsLoaded);
AddStep("press back button", () => Game.ChildrenOfType<ScreenBackButton>().First().Action!.Invoke());
ConfirmAtMainMenu();
}
[TestCase(true)]
[TestCase(false)]
public void TestSongContinuesAfterExitPlayer(bool withUserPause)
{
Player? player = null;
IWorkingBeatmap beatmap() => Game.Beatmap.Value;
PushAndConfirm(() => new SoloSongSelect());
AddStep("import beatmap", () => BeatmapImportHelper.LoadOszIntoOsu(Game, virtualTrack: true).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
if (withUserPause)
AddStep("pause", () => Game.Dependencies.Get<MusicController>().Stop(true));
AddStep("press enter", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for player", () =>
{
DismissAnyNotifications();
return (player = Game.ScreenStack.CurrentScreen as Player) != null;
});
AddUntilStep("wait for fail", () => player?.GameplayState.HasFailed, () => Is.True);
AddUntilStep("wait for track stop", () => !Game.MusicController.IsPlaying);
AddAssert("Ensure time before preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().BeatmapInfo.Metadata.PreviewTime);
pushEscape();
AddUntilStep("wait for track playing", () => Game.MusicController.IsPlaying);
AddAssert("Ensure time wasn't reset to preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().BeatmapInfo.Metadata.PreviewTime);
}
private void pushEscape() =>
AddStep("Press escape", () => InputManager.Key(Key.Escape));
}
}