1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-24 13:22:55 +08:00
osu-lazer/osu.Game.Tests/Visual/Gameplay/TestScenePlayerScoreSubmission.cs
2022-02-01 14:46:24 +09:00

385 lines
14 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.Linq;
using System.Threading;
using System.Threading.Tasks;
using NUnit.Framework;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Online.API;
using osu.Game.Online.Rooms;
using osu.Game.Online.Solo;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mania;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko;
using osu.Game.Scoring;
using osu.Game.Screens.Ranking;
using osu.Game.Tests.Beatmaps;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestScenePlayerScoreSubmission : PlayerTestScene
{
protected override bool AllowFail => allowFail;
private bool allowFail;
private Func<RulesetInfo, IBeatmap> createCustomBeatmap;
private Func<Ruleset> createCustomRuleset;
private DummyAPIAccess dummyAPI => (DummyAPIAccess)API;
protected override bool HasCustomSteps => true;
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new FakeImportingPlayer(false);
protected new FakeImportingPlayer Player => (FakeImportingPlayer)base.Player;
protected override Ruleset CreatePlayerRuleset() => createCustomRuleset?.Invoke() ?? new OsuRuleset();
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => createCustomBeatmap?.Invoke(ruleset) ?? createTestBeatmap(ruleset);
private IBeatmap createTestBeatmap(RulesetInfo ruleset)
{
var beatmap = (TestBeatmap)base.CreateBeatmap(ruleset);
beatmap.HitObjects = beatmap.HitObjects.Take(10).ToList();
return beatmap;
}
[Test]
public void TestNoSubmissionOnResultsWithNoToken()
{
prepareTestAPI(false);
createPlayerTest();
AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
addFakeHit();
AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen);
AddAssert("ensure no submission", () => Player.SubmittedScore == null);
}
[Test]
public void TestSubmissionOnResults()
{
prepareTestAPI(true);
createPlayerTest();
AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
addFakeHit();
AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen);
AddAssert("ensure passing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == true);
}
[Test]
public void TestSubmissionForDifferentRuleset()
{
prepareTestAPI(true);
createPlayerTest(createRuleset: () => new TaikoRuleset());
AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
addFakeHit();
AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen);
AddAssert("ensure passing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == true);
AddAssert("submitted score has correct ruleset ID", () => Player.SubmittedScore?.ScoreInfo.Ruleset.ShortName == new TaikoRuleset().RulesetInfo.ShortName);
}
[Test]
public void TestSubmissionForConvertedBeatmap()
{
prepareTestAPI(true);
createPlayerTest(createRuleset: () => new ManiaRuleset(), createBeatmap: _ => createTestBeatmap(new OsuRuleset().RulesetInfo));
AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
addFakeHit();
AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen);
AddAssert("ensure passing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == true);
AddAssert("submitted score has correct ruleset ID", () => Player.SubmittedScore?.ScoreInfo.Ruleset.ShortName == new ManiaRuleset().RulesetInfo.ShortName);
}
[Test]
public void TestNoSubmissionOnExitWithNoToken()
{
prepareTestAPI(false);
createPlayerTest();
AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
addFakeHit();
AddStep("exit", () => Player.Exit());
AddAssert("ensure no submission", () => Player.SubmittedScore == null);
}
[Test]
public void TestNoSubmissionOnEmptyFail()
{
prepareTestAPI(true);
createPlayerTest(true);
AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
AddStep("exit", () => Player.Exit());
AddAssert("ensure no submission", () => Player.SubmittedScore == null);
}
[Test]
public void TestSubmissionOnFail()
{
prepareTestAPI(true);
createPlayerTest(true);
AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
addFakeHit();
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
AddStep("exit", () => Player.Exit());
AddAssert("ensure failing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == false);
}
[Test]
public void TestNoSubmissionOnEmptyExit()
{
prepareTestAPI(true);
createPlayerTest();
AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
AddStep("exit", () => Player.Exit());
AddAssert("ensure no submission", () => Player.SubmittedScore == null);
}
[Test]
public void TestSubmissionOnExit()
{
prepareTestAPI(true);
createPlayerTest();
AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
addFakeHit();
AddStep("exit", () => Player.Exit());
AddAssert("ensure failing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == false);
}
[Test]
public void TestSubmissionOnExitDuringImport()
{
prepareTestAPI(true);
createPlayerTest();
AddStep("block imports", () => Player.AllowImportCompletion.Wait());
AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
addFakeHit();
AddUntilStep("wait for import to start", () => Player.ScoreImportStarted);
AddStep("exit", () => Player.Exit());
AddStep("allow import to proceed", () => Player.AllowImportCompletion.Release(1));
AddUntilStep("ensure submission", () => Player.SubmittedScore != null && Player.ImportedScore != null);
}
[Test]
public void TestNoSubmissionOnLocalBeatmap()
{
prepareTestAPI(true);
createPlayerTest(false, r =>
{
var beatmap = createTestBeatmap(r);
beatmap.BeatmapInfo.OnlineID = -1;
return beatmap;
});
AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
addFakeHit();
AddStep("exit", () => Player.Exit());
AddAssert("ensure no submission", () => Player.SubmittedScore == null);
}
[TestCase(null)]
[TestCase(10)]
public void TestNoSubmissionOnCustomRuleset(int? rulesetId)
{
prepareTestAPI(true);
createPlayerTest(false, createRuleset: () => new OsuRuleset
{
RulesetInfo =
{
Name = "custom",
ShortName = $"custom{rulesetId}",
OnlineID = rulesetId ?? -1
}
});
AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
addFakeHit();
AddStep("exit", () => Player.Exit());
AddAssert("ensure no submission", () => Player.SubmittedScore == null);
}
private void createPlayerTest(bool allowFail = false, Func<RulesetInfo, IBeatmap> createBeatmap = null, Func<Ruleset> createRuleset = null)
{
CreateTest(() => AddStep("set up requirements", () =>
{
this.allowFail = allowFail;
createCustomBeatmap = createBeatmap;
createCustomRuleset = createRuleset;
}));
}
private void prepareTestAPI(bool validToken)
{
AddStep("Prepare test API", () =>
{
dummyAPI.HandleRequest = request =>
{
switch (request)
{
case CreateSoloScoreRequest tokenRequest:
if (validToken)
tokenRequest.TriggerSuccess(new APIScoreToken { ID = 1234 });
else
tokenRequest.TriggerFailure(new APIException("something went wrong!", null));
return true;
case SubmitSoloScoreRequest submissionRequest:
if (validToken)
{
var requestScore = submissionRequest.Score;
submissionRequest.TriggerSuccess(new MultiplayerScore
{
ID = 1234,
User = dummyAPI.LocalUser.Value,
Rank = requestScore.Rank,
TotalScore = requestScore.TotalScore,
Accuracy = requestScore.Accuracy,
MaxCombo = requestScore.MaxCombo,
Mods = requestScore.Mods,
Statistics = requestScore.Statistics,
Passed = requestScore.Passed,
EndedAt = DateTimeOffset.Now,
Position = 1
});
return true;
}
break;
}
return false;
};
});
}
private void addFakeHit()
{
AddUntilStep("wait for first result", () => Player.Results.Count > 0);
AddStep("force successfuly hit", () =>
{
Player.ScoreProcessor.RevertResult(Player.Results.First());
Player.ScoreProcessor.ApplyResult(new OsuJudgementResult(Beatmap.Value.Beatmap.HitObjects.First(), new OsuJudgement())
{
Type = HitResult.Great,
});
});
}
protected class FakeImportingPlayer : TestPlayer
{
public bool ScoreImportStarted { get; set; }
public SemaphoreSlim AllowImportCompletion { get; }
public Score ImportedScore { get; private set; }
public FakeImportingPlayer(bool allowPause = true, bool showResults = true, bool pauseOnFocusLost = false)
: base(allowPause, showResults, pauseOnFocusLost)
{
AllowImportCompletion = new SemaphoreSlim(1);
}
protected override async Task ImportScore(Score score)
{
ScoreImportStarted = true;
await AllowImportCompletion.WaitAsync().ConfigureAwait(false);
ImportedScore = score;
// It was discovered that Score members could sometimes be half-populated.
// In particular, the RulesetID property could be set to 0 even on non-osu! maps.
// We want to test that the state of that property is consistent in this test.
// EF makes this impossible.
//
// First off, because of the EF navigational property-explicit foreign key field duality,
// it can happen that - for example - the Ruleset navigational property is correctly initialised to mania,
// but the RulesetID foreign key property is not initialised and remains 0.
// EF silently bypasses this by prioritising the Ruleset navigational property over the RulesetID foreign key one.
//
// Additionally, adding an entity to an EF DbSet CAUSES SIDE EFFECTS with regard to the foreign key property.
// In the above instance, if a ScoreInfo with Ruleset = {mania} and RulesetID = 0 is attached to an EF context,
// RulesetID WILL BE SILENTLY SET TO THE CORRECT VALUE of 3.
//
// For the above reasons, actual importing is disabled in this test.
}
}
}
}