mirror of
https://github.com/ppy/osu.git
synced 2024-12-28 08:02:55 +08:00
8171deec49
First of all, stop relying that `InputManager` will successfully press the gameplay test button, because it won't if it's obscured by the notification overlay. Closing the overlay in a loop doesn't work because there's a chance that a notification is posted, then all overlays are closed, then another notification is posted, and so the button still isn't clickable. Instead, use the `TestGameplay()` method directly. Secondly, the notifications will still block `EditorPlayerLoader` from transitioning to `EditorPlayer`. Here we have no other choice than to aggressively dismiss notifications every spin of the relevant until step and hope we eventually progress to `EditorPlayer`.
58 lines
2.9 KiB
C#
58 lines
2.9 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.Linq;
|
|
using NUnit.Framework;
|
|
using osu.Framework.Extensions;
|
|
using osu.Framework.Extensions.IEnumerableExtensions;
|
|
using osu.Framework.Extensions.ObjectExtensions;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Database;
|
|
using osu.Game.Rulesets.Mania;
|
|
using osu.Game.Rulesets.Osu;
|
|
using osu.Game.Screens.Edit;
|
|
using osu.Game.Screens.Edit.GameplayTest;
|
|
using osu.Game.Screens.Select;
|
|
using osu.Game.Tests.Resources;
|
|
|
|
namespace osu.Game.Tests.Visual.Editing
|
|
{
|
|
public class TestSceneEditorNavigation : OsuGameTestScene
|
|
{
|
|
[Test]
|
|
public void TestEditorGameplayTestAlwaysUsesOriginalRuleset()
|
|
{
|
|
BeatmapSetInfo beatmapSet = null!;
|
|
|
|
AddStep("import test beatmap", () => Game.BeatmapManager.Import(TestResources.GetTestBeatmapForImport()).WaitSafely());
|
|
AddStep("retrieve beatmap", () => beatmapSet = Game.BeatmapManager.QueryBeatmapSet(set => !set.Protected).AsNonNull().Value.Detach());
|
|
|
|
AddStep("present beatmap", () => Game.PresentBeatmap(beatmapSet));
|
|
AddUntilStep("wait for song select",
|
|
() => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet)
|
|
&& Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect
|
|
&& songSelect.IsLoaded);
|
|
AddStep("switch ruleset", () => Game.Ruleset.Value = new ManiaRuleset().RulesetInfo);
|
|
|
|
AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0)));
|
|
AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
|
|
AddStep("test gameplay", () => ((Editor)Game.ScreenStack.CurrentScreen).TestGameplay());
|
|
|
|
AddUntilStep("wait for player", () =>
|
|
{
|
|
// notifications may fire at almost any inopportune time and cause annoying test failures.
|
|
// relentlessly attempt to dismiss any and all interfering overlays, which includes notifications.
|
|
// this is theoretically not foolproof, but it's the best that can be done here.
|
|
Game.CloseAllOverlays();
|
|
return Game.ScreenStack.CurrentScreen is EditorPlayer editorPlayer && editorPlayer.IsLoaded;
|
|
});
|
|
|
|
AddAssert("current ruleset is osu!", () => Game.Ruleset.Value.Equals(new OsuRuleset().RulesetInfo));
|
|
|
|
AddStep("exit to song select", () => Game.PerformFromScreen(_ => { }, typeof(PlaySongSelect).Yield()));
|
|
AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is PlaySongSelect);
|
|
AddAssert("previous ruleset restored", () => Game.Ruleset.Value.Equals(new ManiaRuleset().RulesetInfo));
|
|
}
|
|
}
|
|
}
|