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osu-lazer/osu.Game.Tests/Visual/TestCaseBeatmapCarousel.cs
2018-02-21 16:14:45 +09:00

454 lines
17 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using osu.Framework.Allocation;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Screens.Select;
using osu.Game.Screens.Select.Carousel;
using osu.Game.Screens.Select.Filter;
namespace osu.Game.Tests.Visual
{
public class TestCaseBeatmapCarousel : OsuTestCase
{
private TestBeatmapCarousel carousel;
public override IReadOnlyList<Type> RequiredTypes => new[]
{
typeof(CarouselItem),
typeof(CarouselGroup),
typeof(CarouselGroupEagerSelect),
typeof(CarouselBeatmap),
typeof(CarouselBeatmapSet),
typeof(DrawableCarouselItem),
typeof(CarouselItemState),
typeof(DrawableCarouselBeatmap),
typeof(DrawableCarouselBeatmapSet),
};
private readonly Stack<BeatmapSetInfo> selectedSets = new Stack<BeatmapSetInfo>();
private BeatmapInfo currentSelection;
private const int set_count = 5;
[BackgroundDependencyLoader]
private void load()
{
Add(carousel = new TestBeatmapCarousel
{
RelativeSizeAxes = Axes.Both,
});
List<BeatmapSetInfo> beatmapSets = new List<BeatmapSetInfo>();
for (int i = 1; i <= set_count; i++)
beatmapSets.Add(createTestBeatmapSet(i));
carousel.SelectionChanged = s => currentSelection = s;
AddStep("Load Beatmaps", () => { carousel.BeatmapSets = beatmapSets; });
bool changed = false;
carousel.BeatmapSetsChanged = () => changed = true;
AddUntilStep(() => changed, "Wait for load");
testTraversal();
testFiltering();
testRandom();
testAddRemove();
testSorting();
testRemoveAll();
testEmptyTraversal();
testHiding();
}
private void ensureRandomFetchSuccess() =>
AddAssert("ensure prev random fetch worked", () => selectedSets.Peek() == carousel.SelectedBeatmapSet);
private void checkSelected(int set, int? diff = null) =>
AddAssert($"selected is set{set}{(diff.HasValue ? $" diff{diff.Value}" : "")}", () =>
{
if (diff != null)
return carousel.SelectedBeatmap == carousel.BeatmapSets.Skip(set - 1).First().Beatmaps.Skip(diff.Value - 1).First();
return carousel.BeatmapSets.Skip(set - 1).First().Beatmaps.Contains(carousel.SelectedBeatmap);
});
private void setSelected(int set, int diff) =>
AddStep($"select set{set} diff{diff}", () =>
carousel.SelectBeatmap(carousel.BeatmapSets.Skip(set - 1).First().Beatmaps.Skip(diff - 1).First()));
private void advanceSelection(bool diff, int direction = 1, int count = 1)
{
if (count == 1)
AddStep($"select {(direction > 0 ? "next" : "prev")} {(diff ? "diff" : "set")}", () =>
carousel.SelectNext(direction, !diff));
else
{
AddRepeatStep($"select {(direction > 0 ? "next" : "prev")} {(diff ? "diff" : "set")}", () =>
carousel.SelectNext(direction, !diff), count);
}
}
private void checkVisibleItemCount(bool diff, int count) =>
AddAssert($"{count} {(diff ? "diffs" : "sets")} visible", () =>
carousel.Items.Count(s => (diff ? s.Item is CarouselBeatmap : s.Item is CarouselBeatmapSet) && s.Item.Visible) == count);
private void checkNoSelection() => AddAssert("Selection is null", () => currentSelection == null);
private void nextRandom() =>
AddStep("select random next", () =>
{
carousel.RandomAlgorithm.Value = RandomSelectAlgorithm.RandomPermutation;
if (!selectedSets.Any() && carousel.SelectedBeatmap != null)
selectedSets.Push(carousel.SelectedBeatmapSet);
carousel.SelectNextRandom();
selectedSets.Push(carousel.SelectedBeatmapSet);
});
private void ensureRandomDidntRepeat() =>
AddAssert("ensure no repeats", () => selectedSets.Distinct().Count() == selectedSets.Count);
private void prevRandom() => AddStep("select random last", () =>
{
carousel.SelectPreviousRandom();
selectedSets.Pop();
});
private bool selectedBeatmapVisible()
{
var currentlySelected = carousel.Items.FirstOrDefault(s => s.Item is CarouselBeatmap && s.Item.State == CarouselItemState.Selected);
if (currentlySelected == null)
return true;
return currentlySelected.Item.Visible;
}
private void checkInvisibleDifficultiesUnselectable()
{
nextRandom();
AddAssert("Selection is visible", selectedBeatmapVisible);
}
/// <summary>
/// Test keyboard traversal
/// </summary>
private void testTraversal()
{
advanceSelection(direction: 1, diff: false);
checkSelected(1, 1);
advanceSelection(direction: 1, diff: true);
checkSelected(1, 2);
advanceSelection(direction: -1, diff: false);
checkSelected(set_count, 1);
advanceSelection(direction: -1, diff: true);
checkSelected(set_count - 1, 3);
advanceSelection(diff: false);
advanceSelection(diff: false);
checkSelected(1, 2);
advanceSelection(direction: -1, diff: true);
advanceSelection(direction: -1, diff: true);
checkSelected(set_count, 3);
}
/// <summary>
/// Test filtering
/// </summary>
private void testFiltering()
{
// basic filtering
setSelected(1, 1);
AddStep("Filter", () => carousel.Filter(new FilterCriteria { SearchText = "set #3!" }, false));
checkVisibleItemCount(diff: false, count: 1);
checkVisibleItemCount(diff: true, count: 3);
checkSelected(3, 1);
advanceSelection(diff: true, count: 4);
checkSelected(3, 2);
AddStep("Un-filter (debounce)", () => carousel.Filter(new FilterCriteria()));
AddUntilStep(() => !carousel.PendingFilterTask, "Wait for debounce");
checkVisibleItemCount(diff: false, count: set_count);
checkVisibleItemCount(diff: true, count: 3);
// test filtering some difficulties (and keeping current beatmap set selected).
setSelected(1, 2);
AddStep("Filter some difficulties", () => carousel.Filter(new FilterCriteria { SearchText = "Normal" }, false));
checkSelected(1, 1);
AddStep("Un-filter", () => carousel.Filter(new FilterCriteria(), false));
checkSelected(1, 1);
AddStep("Filter all", () => carousel.Filter(new FilterCriteria { SearchText = "Dingo" }, false));
checkVisibleItemCount(false, 0);
checkVisibleItemCount(true, 0);
AddAssert("Selection is null", () => currentSelection == null);
AddStep("Un-filter", () => carousel.Filter(new FilterCriteria(), false));
AddAssert("Selection is non-null", () => currentSelection != null);
}
/// <summary>
/// Test random non-repeating algorithm
/// </summary>
private void testRandom()
{
setSelected(1, 1);
nextRandom();
ensureRandomDidntRepeat();
nextRandom();
ensureRandomDidntRepeat();
nextRandom();
ensureRandomDidntRepeat();
prevRandom();
ensureRandomFetchSuccess();
prevRandom();
ensureRandomFetchSuccess();
nextRandom();
ensureRandomDidntRepeat();
nextRandom();
ensureRandomDidntRepeat();
nextRandom();
AddAssert("ensure repeat", () => selectedSets.Contains(carousel.SelectedBeatmapSet));
AddStep("Add set with 100 difficulties", () => carousel.UpdateBeatmapSet(createTestBeatmapSetWithManyDifficulties(set_count + 1)));
AddStep("Filter Extra", () => carousel.Filter(new FilterCriteria { SearchText = "Extra 10" }, false));
checkInvisibleDifficultiesUnselectable();
checkInvisibleDifficultiesUnselectable();
checkInvisibleDifficultiesUnselectable();
checkInvisibleDifficultiesUnselectable();
checkInvisibleDifficultiesUnselectable();
AddStep("Un-filter", () => carousel.Filter(new FilterCriteria(), false));
}
/// <summary>
/// Test adding and removing beatmap sets
/// </summary>
private void testAddRemove()
{
AddStep("Add new set", () => carousel.UpdateBeatmapSet(createTestBeatmapSet(set_count + 1)));
AddStep("Add new set", () => carousel.UpdateBeatmapSet(createTestBeatmapSet(set_count + 2)));
checkVisibleItemCount(false, set_count + 2);
AddStep("Remove set", () => carousel.RemoveBeatmapSet(createTestBeatmapSet(set_count + 2)));
checkVisibleItemCount(false, set_count + 1);
setSelected(set_count + 1, 1);
AddStep("Remove set", () => carousel.RemoveBeatmapSet(createTestBeatmapSet(set_count + 1)));
checkVisibleItemCount(false, set_count);
checkSelected(set_count);
}
/// <summary>
/// Test sorting
/// </summary>
private void testSorting()
{
AddStep("Sort by author", () => carousel.Filter(new FilterCriteria { Sort = SortMode.Author }, false));
AddAssert("Check zzzzz is at bottom", () => carousel.BeatmapSets.Last().Metadata.AuthorString == "zzzzz");
AddStep("Sort by artist", () => carousel.Filter(new FilterCriteria { Sort = SortMode.Artist }, false));
AddAssert($"Check #{set_count} is at bottom", () => carousel.BeatmapSets.Last().Metadata.Title.EndsWith($"#{set_count}!"));
}
private void testRemoveAll()
{
setSelected(2, 1);
AddAssert("Selection is non-null", () => currentSelection != null);
AddStep("Remove selected", () => carousel.RemoveBeatmapSet(carousel.SelectedBeatmapSet));
checkSelected(2);
AddStep("Remove first", () => carousel.RemoveBeatmapSet(carousel.BeatmapSets.First()));
AddStep("Remove first", () => carousel.RemoveBeatmapSet(carousel.BeatmapSets.First()));
checkSelected(1);
AddUntilStep(() =>
{
if (!carousel.BeatmapSets.Any()) return true;
carousel.RemoveBeatmapSet(carousel.BeatmapSets.Last());
return false;
}, "Remove all");
checkNoSelection();
}
private void testEmptyTraversal()
{
advanceSelection(direction: 1, diff: false);
checkNoSelection();
advanceSelection(direction: 1, diff: true);
checkNoSelection();
advanceSelection(direction: -1, diff: false);
checkNoSelection();
advanceSelection(direction: -1, diff: true);
checkNoSelection();
}
private void testHiding()
{
var hidingSet = createTestBeatmapSet(1);
hidingSet.Beatmaps[1].Hidden = true;
AddStep("Add set with diff 2 hidden", () => carousel.UpdateBeatmapSet(hidingSet));
setSelected(1, 1);
checkVisibleItemCount(true, 2);
advanceSelection(true);
checkSelected(1, 3);
setHidden(3);
checkSelected(1, 1);
setHidden(2, false);
advanceSelection(true);
checkSelected(1, 2);
setHidden(1);
checkSelected(1, 2);
setHidden(2);
checkNoSelection();
void setHidden(int diff, bool hidden = true)
{
AddStep((hidden ? "" : "un") + $"hide diff {diff}", () =>
{
hidingSet.Beatmaps[diff - 1].Hidden = hidden;
carousel.UpdateBeatmapSet(hidingSet);
});
}
}
private BeatmapSetInfo createTestBeatmapSet(int id)
{
return new BeatmapSetInfo
{
ID = id,
OnlineBeatmapSetID = id,
Hash = new MemoryStream(Encoding.UTF8.GetBytes(Guid.NewGuid().ToString())).ComputeMD5Hash(),
Metadata = new BeatmapMetadata
{
OnlineBeatmapSetID = id,
// Create random metadata, then we can check if sorting works based on these
Artist = $"peppy{id.ToString().PadLeft(6, '0')}",
Title = $"test set #{id}!",
AuthorString = string.Concat(Enumerable.Repeat((char)('z' - Math.Min(25, id - 1)), 5))
},
Beatmaps = new List<BeatmapInfo>(new[]
{
new BeatmapInfo
{
OnlineBeatmapID = id * 10,
Path = "normal.osu",
Version = "Normal",
StarDifficulty = 2,
BaseDifficulty = new BeatmapDifficulty
{
OverallDifficulty = 3.5f,
}
},
new BeatmapInfo
{
OnlineBeatmapID = id * 10 + 1,
Path = "hard.osu",
Version = "Hard",
StarDifficulty = 5,
BaseDifficulty = new BeatmapDifficulty
{
OverallDifficulty = 5,
}
},
new BeatmapInfo
{
OnlineBeatmapID = id * 10 + 2,
Path = "insane.osu",
Version = "Insane",
StarDifficulty = 6,
BaseDifficulty = new BeatmapDifficulty
{
OverallDifficulty = 7,
}
},
}),
};
}
private BeatmapSetInfo createTestBeatmapSetWithManyDifficulties(int id)
{
var toReturn = new BeatmapSetInfo
{
ID = id,
OnlineBeatmapSetID = id,
Hash = new MemoryStream(Encoding.UTF8.GetBytes(Guid.NewGuid().ToString())).ComputeMD5Hash(),
Metadata = new BeatmapMetadata
{
OnlineBeatmapSetID = id,
// Create random metadata, then we can check if sorting works based on these
Artist = $"peppy{id.ToString().PadLeft(6, '0')}",
Title = $"test set #{id}!",
AuthorString = string.Concat(Enumerable.Repeat((char)('z' - Math.Min(25, id - 1)), 5))
},
Beatmaps = new List<BeatmapInfo>(),
};
for (int b = 1; b < 101; b++)
{
toReturn.Beatmaps.Add(new BeatmapInfo
{
OnlineBeatmapID = b * 10,
Path = $"extra{b}.osu",
Version = $"Extra {b}",
StarDifficulty = 2,
BaseDifficulty = new BeatmapDifficulty
{
OverallDifficulty = 3.5f,
}
});
}
return toReturn;
}
private class TestBeatmapCarousel : BeatmapCarousel
{
public new List<DrawableCarouselItem> Items => base.Items;
public bool PendingFilterTask => FilterTask != null;
}
}
}