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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.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Extensions;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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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.Edit;
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using osu.Game.Screens.Edit.GameplayTest;
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using osu.Game.Screens.Select;
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using osu.Game.Tests.Resources;
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namespace osu.Game.Tests.Visual.Editing
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{
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public class TestSceneEditorNavigation : OsuGameTestScene
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{
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[Test]
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public void TestEditorGameplayTestAlwaysUsesOriginalRuleset()
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{
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BeatmapSetInfo beatmapSet = null!;
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AddStep("import test beatmap", () => Game.BeatmapManager.Import(TestResources.GetTestBeatmapForImport()).WaitSafely());
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AddStep("retrieve beatmap", () => beatmapSet = Game.BeatmapManager.QueryBeatmapSet(set => !set.Protected).AsNonNull().Value.Detach());
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AddStep("present beatmap", () => Game.PresentBeatmap(beatmapSet));
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AddUntilStep("wait for song select",
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() => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet)
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&& Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect
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&& songSelect.IsLoaded);
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AddStep("switch ruleset", () => Game.Ruleset.Value = new ManiaRuleset().RulesetInfo);
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AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0)));
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AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
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AddStep("test gameplay", () => ((Editor)Game.ScreenStack.CurrentScreen).TestGameplay());
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AddUntilStep("wait for player", () =>
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{
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// notifications may fire at almost any inopportune time and cause annoying test failures.
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// relentlessly attempt to dismiss any and all interfering overlays, which includes notifications.
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// this is theoretically not foolproof, but it's the best that can be done here.
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Game.CloseAllOverlays();
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return Game.ScreenStack.CurrentScreen is EditorPlayer editorPlayer && editorPlayer.IsLoaded;
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});
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AddAssert("current ruleset is osu!", () => Game.Ruleset.Value.Equals(new OsuRuleset().RulesetInfo));
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AddStep("exit to song select", () => Game.PerformFromScreen(_ => { }, typeof(PlaySongSelect).Yield()));
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AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is PlaySongSelect);
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AddAssert("previous ruleset restored", () => Game.Ruleset.Value.Equals(new ManiaRuleset().RulesetInfo));
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}
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}
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}
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