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def1abaeca
These used to work because there was a huge blocking load operation, which is now more asynchronous. Note that the change made in `SongSelect` is not required, but defensive (feels it should have been doing this the whole time).
212 lines
8.3 KiB
C#
212 lines
8.3 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.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Extensions;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Catch;
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using osu.Game.Rulesets.Mania;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Select;
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namespace osu.Game.Tests.Visual.Navigation
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{
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public partial class TestScenePresentBeatmap : OsuGameTestScene
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{
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[Test]
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public void TestFromMainMenu()
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{
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var firstImport = importBeatmap(1);
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var secondImport = importBeatmap(3);
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presentAndConfirm(firstImport);
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returnToMenu();
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presentAndConfirm(secondImport);
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returnToMenu();
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presentSecondDifficultyAndConfirm(firstImport, 1);
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returnToMenu();
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presentSecondDifficultyAndConfirm(secondImport, 3);
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}
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[Test]
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public void TestFromMainMenuDifferentRuleset()
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{
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var firstImport = importBeatmap(1);
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var secondImport = importBeatmap(3, new ManiaRuleset().RulesetInfo);
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presentAndConfirm(firstImport);
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returnToMenu();
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presentAndConfirm(secondImport);
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returnToMenu();
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presentSecondDifficultyAndConfirm(firstImport, 1);
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returnToMenu();
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presentSecondDifficultyAndConfirm(secondImport, 3);
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}
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[Test]
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public void TestFromSongSelect()
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{
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var firstImport = importBeatmap(1);
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presentAndConfirm(firstImport);
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var secondImport = importBeatmap(3);
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confirmBeatmapInSongSelect(secondImport);
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presentAndConfirm(secondImport);
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// Test presenting same beatmap more than once
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presentAndConfirm(secondImport);
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presentSecondDifficultyAndConfirm(firstImport, 1);
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presentSecondDifficultyAndConfirm(secondImport, 3);
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// Test presenting same beatmap more than once
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presentSecondDifficultyAndConfirm(secondImport, 3);
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}
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[Test]
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public void TestFromSongSelectDifferentRulesetWithConvertDisallowed()
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{
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AddStep("Set converts disallowed", () => Game.LocalConfig.SetValue(OsuSetting.ShowConvertedBeatmaps, false));
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var osuImport = importBeatmap(1);
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presentAndConfirm(osuImport);
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var maniaImport = importBeatmap(2, new ManiaRuleset().RulesetInfo);
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confirmBeatmapInSongSelect(maniaImport);
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presentAndConfirm(maniaImport);
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var catchImport = importBeatmap(3, new CatchRuleset().RulesetInfo);
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confirmBeatmapInSongSelect(catchImport);
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presentAndConfirm(catchImport);
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// Ruleset is always changed.
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presentSecondDifficultyAndConfirm(maniaImport, 2);
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presentSecondDifficultyAndConfirm(osuImport, 1);
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presentSecondDifficultyAndConfirm(catchImport, 3);
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}
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[Test]
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public void TestFromSongSelectDifferentRulesetWithConvertAllowed()
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{
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AddStep("Set converts allowed", () => Game.LocalConfig.SetValue(OsuSetting.ShowConvertedBeatmaps, true));
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var osuImport = importBeatmap(1);
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presentAndConfirm(osuImport);
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var maniaImport = importBeatmap(2, new ManiaRuleset().RulesetInfo);
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confirmBeatmapInSongSelect(maniaImport);
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presentAndConfirm(maniaImport);
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var catchImport = importBeatmap(3, new CatchRuleset().RulesetInfo);
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confirmBeatmapInSongSelect(catchImport);
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presentAndConfirm(catchImport);
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// force ruleset to osu!mania
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presentSecondDifficultyAndConfirm(maniaImport, 2);
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// ruleset is not changed as we can convert osu! beatmap.
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presentSecondDifficultyAndConfirm(osuImport, 1, expectedRulesetOnlineID: 3);
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// ruleset is changed as we cannot convert.
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presentSecondDifficultyAndConfirm(catchImport, 3);
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}
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private void returnToMenu()
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{
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// if we don't pause, there's a chance the track may change at the main menu out of our control (due to reaching the end of the track).
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AddStep("pause audio", () =>
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{
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if (Game.MusicController.IsPlaying)
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Game.MusicController.TogglePause();
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});
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AddStep("return to menu", () => Game.ScreenStack.CurrentScreen.Exit());
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AddUntilStep("wait for menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
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}
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private Func<BeatmapSetInfo> importBeatmap(int i, RulesetInfo ruleset = null)
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{
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BeatmapSetInfo imported = null;
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AddStep($"import beatmap {i}", () =>
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{
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var metadata = new BeatmapMetadata
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{
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Artist = "SomeArtist",
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Author = { Username = "SomeAuthor" },
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Title = $"import {i}"
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};
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imported = Game.BeatmapManager.Import(new BeatmapSetInfo
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{
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Hash = Guid.NewGuid().ToString(),
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OnlineID = i * 1024,
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Beatmaps =
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{
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new BeatmapInfo
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{
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OnlineID = i * 1024 + 1,
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Metadata = metadata,
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Difficulty = new BeatmapDifficulty(),
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Ruleset = ruleset ?? new OsuRuleset().RulesetInfo
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},
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new BeatmapInfo
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{
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OnlineID = i * 1024 + 2,
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Metadata = metadata,
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Difficulty = new BeatmapDifficulty(),
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Ruleset = ruleset ?? new OsuRuleset().RulesetInfo
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},
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}
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})?.Value;
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});
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AddAssert($"import {i} succeeded", () => imported != null);
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return () => imported;
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}
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private void confirmBeatmapInSongSelect(Func<BeatmapSetInfo> getImport)
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{
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AddUntilStep("wait for carousel loaded", () =>
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{
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var songSelect = (Screens.Select.SongSelect)Game.ScreenStack.CurrentScreen;
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return songSelect.ChildrenOfType<BeatmapCarousel>().SingleOrDefault()?.IsLoaded == true;
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});
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AddUntilStep("beatmap in song select", () =>
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{
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var songSelect = (Screens.Select.SongSelect)Game.ScreenStack.CurrentScreen;
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return songSelect.ChildrenOfType<BeatmapCarousel>().Single().BeatmapSets.Any(b => b.MatchesOnlineID(getImport()));
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});
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}
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private void presentAndConfirm(Func<BeatmapSetInfo> getImport)
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{
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AddStep("present beatmap", () => Game.PresentBeatmap(getImport()));
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AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is Screens.Select.SongSelect songSelect && songSelect.BeatmapSetsLoaded);
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AddUntilStep("correct beatmap displayed", () => Game.Beatmap.Value.BeatmapSetInfo.OnlineID, () => Is.EqualTo(getImport().OnlineID));
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AddAssert("correct ruleset selected", () => Game.Ruleset.Value, () => Is.EqualTo(getImport().Beatmaps.First().Ruleset));
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}
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private void presentSecondDifficultyAndConfirm(Func<BeatmapSetInfo> getImport, int importedID, int? expectedRulesetOnlineID = null)
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{
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Predicate<BeatmapInfo> pred = b => b.OnlineID == importedID * 1024 + 2;
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AddStep("present difficulty", () => Game.PresentBeatmap(getImport(), pred));
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AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is Screens.Select.SongSelect songSelect && songSelect.BeatmapSetsLoaded);
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AddUntilStep("correct beatmap displayed", () => Game.Beatmap.Value.BeatmapInfo.OnlineID, () => Is.EqualTo(importedID * 1024 + 2));
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AddAssert("correct ruleset selected", () => Game.Ruleset.Value.OnlineID, () => Is.EqualTo(expectedRulesetOnlineID ?? getImport().Beatmaps.First().Ruleset.OnlineID));
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}
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}
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}
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