1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-14 20:22:55 +08:00
osu-lazer/osu.Game.Tests/Visual/Navigation/TestSceneBeatmapEditorNavigation.cs
Dean Herbert def1abaeca
Fix some tests not always waiting long enough for beatmap loading
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).
2024-08-29 18:42:43 +09:00

399 lines
18 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;
using System.IO;
using System.Linq;
using System.Threading;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Extensions;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Graphics.UserInterface;
using osu.Game.Overlays;
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.Edit.Setup;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Select;
using osu.Game.Screens.Select.Filter;
using osu.Game.Tests.Resources;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Navigation
{
public partial class TestSceneBeatmapEditorNavigation : OsuGameTestScene
{
private BeatmapSetInfo beatmapSet = null!;
[Test]
public void TestExternalEditingNoChange()
{
string difficultyName = null!;
prepareBeatmap();
openEditor();
AddStep("store difficulty name", () => difficultyName = getEditor().Beatmap.Value.BeatmapInfo.DifficultyName);
AddStep("open file menu", () => getEditor().ChildrenOfType<Menu.DrawableMenuItem>().Single(m => m.Item.Text.Value.ToString() == "File").TriggerClick());
AddStep("click external edit", () => getEditor().ChildrenOfType<Menu.DrawableMenuItem>().Single(m => m.Item.Text.Value.ToString() == "Edit externally").TriggerClick());
AddUntilStep("wait for external edit screen", () => Game.ScreenStack.CurrentScreen is ExternalEditScreen externalEditScreen && externalEditScreen.IsLoaded);
AddUntilStep("wait for button ready", () => ((ExternalEditScreen)Game.ScreenStack.CurrentScreen).ChildrenOfType<DangerousRoundedButton>().FirstOrDefault()?.Enabled.Value == true);
AddStep("finish external edit", () => ((ExternalEditScreen)Game.ScreenStack.CurrentScreen).ChildrenOfType<DangerousRoundedButton>().First().TriggerClick());
AddUntilStep("wait for editor", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
AddAssert("beatmapset didn't change", () => getEditor().Beatmap.Value.BeatmapSetInfo, () => Is.EqualTo(beatmapSet));
AddAssert("difficulty didn't change", () => getEditor().Beatmap.Value.BeatmapInfo.DifficultyName, () => Is.EqualTo(difficultyName));
AddAssert("old beatmapset not deleted", () => Game.BeatmapManager.QueryBeatmapSet(s => s.ID == beatmapSet.ID), () => Is.Not.Null);
}
[Test]
public void TestExternalEditingWithChange()
{
string difficultyName = null!;
prepareBeatmap();
openEditor();
AddStep("store difficulty name", () => difficultyName = getEditor().Beatmap.Value.BeatmapInfo.DifficultyName);
AddStep("open file menu", () => getEditor().ChildrenOfType<Menu.DrawableMenuItem>().Single(m => m.Item.Text.Value.ToString() == "File").TriggerClick());
AddStep("click external edit", () => getEditor().ChildrenOfType<Menu.DrawableMenuItem>().Single(m => m.Item.Text.Value.ToString() == "Edit externally").TriggerClick());
AddUntilStep("wait for external edit screen", () => Game.ScreenStack.CurrentScreen is ExternalEditScreen externalEditScreen && externalEditScreen.IsLoaded);
AddUntilStep("wait for button ready", () => ((ExternalEditScreen)Game.ScreenStack.CurrentScreen).ChildrenOfType<DangerousRoundedButton>().FirstOrDefault()?.Enabled.Value == true);
AddStep("add file externally", () =>
{
var op = ((ExternalEditScreen)Game.ScreenStack.CurrentScreen).EditOperation!;
File.WriteAllText(Path.Combine(op.MountedPath, "test.txt"), "test");
});
AddStep("finish external edit", () => ((ExternalEditScreen)Game.ScreenStack.CurrentScreen).ChildrenOfType<DangerousRoundedButton>().First().TriggerClick());
AddUntilStep("wait for editor", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
AddAssert("beatmapset changed", () => getEditor().Beatmap.Value.BeatmapSetInfo, () => Is.Not.EqualTo(beatmapSet));
AddAssert("beatmapset is locally modified", () => getEditor().Beatmap.Value.BeatmapSetInfo.Status, () => Is.EqualTo(BeatmapOnlineStatus.LocallyModified));
AddAssert("all difficulties are locally modified", () => getEditor().Beatmap.Value.BeatmapSetInfo.Beatmaps.All(b => b.Status == BeatmapOnlineStatus.LocallyModified));
AddAssert("difficulty didn't change", () => getEditor().Beatmap.Value.BeatmapInfo.DifficultyName, () => Is.EqualTo(difficultyName));
AddAssert("old beatmapset deleted", () => Game.BeatmapManager.QueryBeatmapSet(s => s.ID == beatmapSet.ID), () => Is.Null);
}
[Test]
public void TestSaveThenDeleteActuallyDeletesAtSongSelect()
{
prepareBeatmap();
openEditor();
makeMetadataChange();
AddAssert("save", () => getEditor().Save());
AddStep("delete beatmap", () => Game.BeatmapManager.Delete(beatmapSet));
AddStep("exit", () => getEditor().Exit());
AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect
&& songSelect.Beatmap.Value is DummyWorkingBeatmap);
}
[Test]
public void TestChangeMetadataExitWhileTextboxFocusedPromptsSave()
{
AddStep("switch ruleset", () => Game.Ruleset.Value = new ManiaRuleset().RulesetInfo);
prepareBeatmap();
openEditor();
makeMetadataChange(commit: false);
AddStep("exit", () => getEditor().Exit());
AddUntilStep("save dialog displayed", () => Game.ChildrenOfType<DialogOverlay>().SingleOrDefault()?.CurrentDialog is PromptForSaveDialog);
}
private void makeMetadataChange(bool commit = true)
{
AddStep("change to song setup", () => InputManager.Key(Key.F4));
TextBox textbox = null!;
AddUntilStep("wait for metadata section", () =>
{
var t = Game.ChildrenOfType<MetadataSection>().SingleOrDefault().ChildrenOfType<TextBox>().FirstOrDefault();
if (t == null)
return false;
textbox = t;
return true;
});
AddStep("focus textbox", () =>
{
InputManager.MoveMouseTo(textbox);
InputManager.Click(MouseButton.Left);
});
AddStep("simulate changing textbox", () =>
{
// Can't simulate text input but this should work.
InputManager.Keys(PlatformAction.SelectAll);
InputManager.Keys(PlatformAction.Copy);
InputManager.Keys(PlatformAction.Paste);
InputManager.Keys(PlatformAction.Paste);
});
if (commit) AddStep("commit", () => InputManager.Key(Key.Enter));
}
[Test]
[Solo]
public void TestEditorGameplayTestAlwaysUsesOriginalRuleset()
{
prepareBeatmap();
AddStep("switch ruleset at song select", () => 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);
AddAssert("editor ruleset is osu!", () => Game.Ruleset.Value, () => Is.EqualTo(new OsuRuleset().RulesetInfo));
AddStep("test gameplay", () => getEditor().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("gameplay ruleset is osu!", () => Game.Ruleset.Value, () => Is.EqualTo(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));
}
/// <summary>
/// When entering the editor, a new beatmap is created as part of the asynchronous load process.
/// This test ensures that in the case of an early exit from the editor (ie. while it's still loading)
/// doesn't leave a dangling beatmap behind.
///
/// This may not fail 100% due to timing, but has a pretty high chance of hitting a failure so works well enough
/// as a test.
/// </summary>
[Test]
public void TestCancelNavigationToEditor()
{
BeatmapSetInfo[] beatmapSets = null!;
AddStep("Fetch initial beatmaps", () => beatmapSets = allBeatmapSets());
AddStep("Set current beatmap to default", () => Game.Beatmap.SetDefault());
DelayedLoadEditorLoader loader = null!;
AddStep("Push editor loader", () => Game.ScreenStack.Push(loader = new DelayedLoadEditorLoader()));
AddUntilStep("Wait for loader current", () => Game.ScreenStack.CurrentScreen is EditorLoader);
AddUntilStep("wait for editor load start", () => loader.Editor != null);
AddStep("Close editor while loading", () => Game.ScreenStack.CurrentScreen.Exit());
AddStep("allow editor load", () => loader.AllowLoad.Set());
AddUntilStep("wait for editor ready", () => loader.Editor!.LoadState >= LoadState.Ready);
AddUntilStep("Wait for menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
AddAssert("Check no new beatmaps were made", allBeatmapSets, () => Is.EquivalentTo(beatmapSets));
BeatmapSetInfo[] allBeatmapSets() => Game.Realm.Run(realm => realm.All<BeatmapSetInfo>().Where(x => !x.DeletePending).ToArray());
}
[Test]
public void TestExitEditorWithoutSelection()
{
prepareBeatmap();
openEditor();
AddStep("escape once", () => InputManager.Key(Key.Escape));
AddUntilStep("wait for editor exit", () => Game.ScreenStack.CurrentScreen is not Editor);
}
[Test]
public void TestExitEditorWithSelection()
{
prepareBeatmap();
openEditor();
AddStep("make selection", () =>
{
var beatmap = getEditorBeatmap();
beatmap.SelectedHitObjects.AddRange(beatmap.HitObjects.Take(5));
});
AddAssert("selection exists", () => getEditorBeatmap().SelectedHitObjects, () => Has.Count.GreaterThan(0));
AddStep("escape once", () => InputManager.Key(Key.Escape));
AddAssert("selection empty", () => getEditorBeatmap().SelectedHitObjects, () => Has.Count.Zero);
AddStep("escape again", () => InputManager.Key(Key.Escape));
AddUntilStep("wait for editor exit", () => Game.ScreenStack.CurrentScreen is not Editor);
}
[Test]
public void TestLastTimestampRememberedOnExit()
{
prepareBeatmap();
openEditor();
AddStep("seek to arbitrary time", () => getEditor().ChildrenOfType<EditorClock>().First().Seek(1234));
AddUntilStep("time is correct", () => getEditor().ChildrenOfType<EditorClock>().First().CurrentTime, () => Is.EqualTo(1234));
AddStep("exit editor", () => InputManager.Key(Key.Escape));
AddUntilStep("wait for editor exit", () => Game.ScreenStack.CurrentScreen is not Editor);
openEditor();
AddUntilStep("time is correct", () => getEditor().ChildrenOfType<EditorClock>().First().CurrentTime, () => Is.EqualTo(1234));
}
[Test]
public void TestAttemptGlobalMusicOperationFromEditor()
{
prepareBeatmap();
AddUntilStep("wait for music playing", () => Game.MusicController.IsPlaying);
AddStep("user request stop", () => Game.MusicController.Stop(requestedByUser: true));
AddUntilStep("wait for music stopped", () => !Game.MusicController.IsPlaying);
openEditor();
AddUntilStep("music still stopped", () => !Game.MusicController.IsPlaying);
AddStep("user request play", () => Game.MusicController.Play(requestedByUser: true));
AddUntilStep("music still stopped", () => !Game.MusicController.IsPlaying);
AddStep("exit to song select", () => Game.PerformFromScreen(_ => { }, typeof(PlaySongSelect).Yield()));
AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is PlaySongSelect);
AddUntilStep("wait for music playing", () => Game.MusicController.IsPlaying);
AddStep("user request stop", () => Game.MusicController.Stop(requestedByUser: true));
AddUntilStep("wait for music stopped", () => !Game.MusicController.IsPlaying);
}
[TestCase(SortMode.Title)]
[TestCase(SortMode.Difficulty)]
public void TestSelectionRetainedOnExit(SortMode sortMode)
{
AddStep($"set sort mode to {sortMode}", () => Game.LocalConfig.SetValue(OsuSetting.SongSelectSortingMode, sortMode));
prepareBeatmap();
openEditor();
AddStep("exit editor", () => InputManager.Key(Key.Escape));
AddUntilStep("wait for editor exit", () => Game.ScreenStack.CurrentScreen is not Editor);
AddUntilStep("selection retained on song select",
() => Game.Beatmap.Value.BeatmapInfo.ID,
() => Is.EqualTo(beatmapSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0).ID));
}
[Test]
public void TestCreateNewDifficultyOnNonExistentBeatmap()
{
AddUntilStep("wait for dialog overlay", () => Game.ChildrenOfType<DialogOverlay>().SingleOrDefault() != null);
AddStep("open editor", () => Game.ChildrenOfType<ButtonSystem>().Single().OnEditBeatmap?.Invoke());
AddUntilStep("wait for editor", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.IsLoaded);
AddStep("click on file", () =>
{
var item = getEditor().ChildrenOfType<Menu.DrawableMenuItem>().Single(i => i.Item.Text.Value.ToString() == "File");
item.TriggerClick();
});
AddStep("click on create new difficulty", () =>
{
var item = getEditor().ChildrenOfType<Menu.DrawableMenuItem>().Single(i => i.Item.Text.Value.ToString() == "Create new difficulty");
item.TriggerClick();
});
AddStep("click on catch", () =>
{
var item = getEditor().ChildrenOfType<Menu.DrawableMenuItem>().Single(i => i.Item.Text.Value.ToString() == "osu!catch");
item.TriggerClick();
});
AddAssert("save dialog displayed", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog is SaveRequiredPopupDialog);
AddStep("press save", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog!.PerformOkAction());
AddUntilStep("wait for editor", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.IsLoaded);
AddAssert("editor beatmap uses catch ruleset", () => getEditorBeatmap().BeatmapInfo.Ruleset.ShortName == "fruits");
}
private void prepareBeatmap()
{
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.BeatmapSetsLoaded);
}
private void openEditor()
{
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);
}
private EditorBeatmap getEditorBeatmap() => getEditor().ChildrenOfType<EditorBeatmap>().Single();
private Editor getEditor() => (Editor)Game.ScreenStack.CurrentScreen;
private partial class DelayedLoadEditorLoader : EditorLoader
{
public readonly ManualResetEventSlim AllowLoad = new ManualResetEventSlim();
public Editor? Editor { get; private set; }
protected override Editor CreateEditor() => Editor = new DelayedLoadEditor(this);
}
private partial class DelayedLoadEditor : Editor
{
private readonly DelayedLoadEditorLoader loader;
public DelayedLoadEditor(DelayedLoadEditorLoader loader)
: base(loader)
{
this.loader = loader;
}
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
{
// Importantly, this occurs before base.load().
if (!loader.AllowLoad.Wait(TimeSpan.FromSeconds(10)))
throw new TimeoutException();
return base.CreateChildDependencies(parent);
}
}
}
}