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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestScenePlayerLoader.cs

132 lines
4.8 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.Collections.Generic;
using System.Linq;
using System.Threading;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Screens;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Screens;
using osu.Game.Screens.Play;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestScenePlayerLoader : ManualInputManagerTestScene
{
private PlayerLoader loader;
private OsuScreenStack stack;
[SetUp]
public void Setup() => Schedule(() =>
{
InputManager.Child = stack = new OsuScreenStack { RelativeSizeAxes = Axes.Both };
Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
});
[Test]
public void TestLoadContinuation()
{
Player player = null;
SlowLoadPlayer slowPlayer = null;
AddStep("load dummy beatmap", () => stack.Push(loader = new PlayerLoader(() => player = new TestPlayer(false, false))));
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
AddStep("load slow dummy beatmap", () =>
{
stack.Push(loader = new PlayerLoader(() => slowPlayer = new SlowLoadPlayer(false, false)));
Scheduler.AddDelayed(() => slowPlayer.AllowLoad.Set(), 5000);
});
AddUntilStep("wait for player to be current", () => slowPlayer.IsCurrentScreen());
}
[Test]
public void TestModReinstantiation()
{
TestPlayer player = null;
TestMod gameMod = null;
TestMod playerMod1 = null;
TestMod playerMod2 = null;
AddStep("load player", () =>
{
Mods.Value = new[] { gameMod = new TestMod() };
stack.Push(loader = new PlayerLoader(() => player = new TestPlayer()));
});
AddUntilStep("wait for loader to become current", () => loader.IsCurrentScreen());
AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
AddStep("retrieve mods", () => playerMod1 = (TestMod)player.Mods.Value.Single());
AddAssert("game mods not applied", () => gameMod.Applied == false);
AddAssert("player mods applied", () => playerMod1.Applied);
AddStep("restart player", () =>
{
var lastPlayer = player;
player = null;
lastPlayer.Restart();
});
AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
AddStep("retrieve mods", () => playerMod2 = (TestMod)player.Mods.Value.Single());
AddAssert("game mods not applied", () => gameMod.Applied == false);
AddAssert("player has different mods", () => playerMod1 != playerMod2);
AddAssert("player mods applied", () => playerMod2.Applied);
}
private class TestMod : Mod, IApplicableToScoreProcessor
{
public override string Name => string.Empty;
public override string Acronym => string.Empty;
public override double ScoreMultiplier => 1;
public bool Applied { get; private set; }
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
{
Applied = true;
}
public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
}
private class TestPlayer : Visual.TestPlayer
{
public new Bindable<IReadOnlyList<Mod>> Mods => base.Mods;
public TestPlayer(bool allowPause = true, bool showResults = true)
: base(allowPause, showResults)
{
}
}
protected class SlowLoadPlayer : Visual.TestPlayer
{
public readonly ManualResetEventSlim AllowLoad = new ManualResetEventSlim(false);
public SlowLoadPlayer(bool allowPause = true, bool showResults = true)
: base(allowPause, showResults)
{
}
[BackgroundDependencyLoader]
private void load()
{
if (!AllowLoad.Wait(TimeSpan.FromSeconds(10)))
throw new TimeoutException();
}
}
}
}