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osu-lazer/osu.Game.Tournament.Tests/TournamentTestScene.cs
Dean Herbert 6549ca5304 Revert some usages of AsNonNull() in tests
We generally prefer `!` when it is unambiguous usage (ie. direct access).
2023-08-10 00:20:37 +09:00

197 lines
7.3 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 System.Threading;
using osu.Framework.Allocation;
using osu.Framework.Platform;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Overlays;
using osu.Game.Rulesets;
using osu.Game.Tests.Visual;
using osu.Game.Tournament.IO;
using osu.Game.Tournament.IPC;
using osu.Game.Tournament.Models;
namespace osu.Game.Tournament.Tests
{
public abstract partial class TournamentTestScene : OsuManualInputManagerTestScene
{
[Cached(typeof(IDialogOverlay))]
protected readonly DialogOverlay DialogOverlay = new DialogOverlay { Depth = float.MinValue };
[Cached]
protected LadderInfo Ladder { get; private set; } = new LadderInfo();
[Cached]
protected MatchIPCInfo IPCInfo { get; private set; } = new MatchIPCInfo();
[Resolved]
private RulesetStore rulesetStore { get; set; } = null!;
private TournamentMatch match = null!;
[BackgroundDependencyLoader]
private void load(TournamentStorage storage)
{
Ladder.Ruleset.Value ??= rulesetStore.AvailableRulesets.First();
match = CreateSampleMatch();
Ladder.Rounds.Add(match.Round.Value!);
Ladder.Matches.Add(match);
Ladder.Teams.Add(match.Team1.Value!);
Ladder.Teams.Add(match.Team2.Value!);
Ruleset.BindTo(Ladder.Ruleset);
Dependencies.CacheAs(new StableInfo(storage));
Add(DialogOverlay);
}
[SetUpSteps]
public virtual void SetUpSteps()
{
AddStep("set current match", () => Ladder.CurrentMatch.Value = match);
}
public static TournamentMatch CreateSampleMatch() => new TournamentMatch
{
Team1 =
{
Value = new TournamentTeam
{
Acronym = { Value = "JPN" },
FlagName = { Value = "JP" },
FullName = { Value = "Japan" },
LastYearPlacing = { Value = 10 },
Seed = { Value = "Low" },
SeedingResults =
{
new SeedingResult
{
Mod = { Value = "NM" },
Seed = { Value = 10 },
Beatmaps =
{
new SeedingBeatmap
{
Beatmap = CreateSampleBeatmap(),
Score = 12345672,
Seed = { Value = 24 },
},
new SeedingBeatmap
{
Beatmap = CreateSampleBeatmap(),
Score = 1234567,
Seed = { Value = 12 },
},
new SeedingBeatmap
{
Beatmap = CreateSampleBeatmap(),
Score = 1234567,
Seed = { Value = 16 },
}
}
},
new SeedingResult
{
Mod = { Value = "DT" },
Seed = { Value = 5 },
Beatmaps =
{
new SeedingBeatmap
{
Beatmap = CreateSampleBeatmap(),
Score = 234567,
Seed = { Value = 3 },
},
new SeedingBeatmap
{
Beatmap = CreateSampleBeatmap(),
Score = 234567,
Seed = { Value = 6 },
},
new SeedingBeatmap
{
Beatmap = CreateSampleBeatmap(),
Score = 234567,
Seed = { Value = 12 },
}
}
}
},
Players =
{
new TournamentUser { Username = "Hello", Rank = 12 },
new TournamentUser { Username = "Hello", Rank = 16 },
new TournamentUser { Username = "Hello", Rank = 20 },
new TournamentUser { Username = "Hello", Rank = 24 },
new TournamentUser { Username = "Hello", Rank = 30 },
}
}
},
Team2 =
{
Value = new TournamentTeam
{
Acronym = { Value = "USA" },
FlagName = { Value = "US" },
FullName = { Value = "United States" },
Players =
{
new TournamentUser { Username = "Hello" },
new TournamentUser { Username = "Hello" },
new TournamentUser { Username = "Hello" },
new TournamentUser { Username = "Hello" },
new TournamentUser { Username = "Hello" },
}
}
},
Round =
{
Value = new TournamentRound { Name = { Value = "Quarterfinals" } },
}
};
public static TournamentBeatmap CreateSampleBeatmap() =>
new TournamentBeatmap
{
Metadata = new BeatmapMetadata
{
Title = "Test Title",
Artist = "Test Artist",
},
OnlineID = RNG.Next(0, 1000000),
};
protected override ITestSceneTestRunner CreateRunner() => new TournamentTestSceneTestRunner();
public partial class TournamentTestSceneTestRunner : TournamentGameBase, ITestSceneTestRunner
{
private TestSceneTestRunner.TestRunner runner = null!;
protected override void LoadAsyncComplete()
{
BracketLoadTask.ContinueWith(_ => Schedule(() =>
{
// this has to be run here rather than LoadComplete because
// TestScene.cs is checking the IsLoaded state (on another thread) and expects
// the runner to be loaded at that point.
Add(runner = new TestSceneTestRunner.TestRunner());
}));
}
public void RunTestBlocking(TestScene test)
{
while (runner?.IsLoaded != true && Host.ExecutionState == ExecutionState.Running)
Thread.Sleep(10);
runner?.RunTestBlocking(test);
}
}
}
}