2019-05-10 09:10:07 +00:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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2019-03-18 07:39:34 +00:00
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// See the LICENCE file in the repository root for full licence text.
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2020-03-02 03:20:25 +00:00
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using System;
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2019-03-18 07:39:34 +00:00
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using System.Linq;
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2020-04-23 10:25:06 +00:00
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using JetBrains.Annotations;
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2019-03-26 04:16:46 +00:00
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using osu.Framework.Allocation;
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2019-09-02 03:54:59 +00:00
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using osu.Framework.Extensions.IEnumerableExtensions;
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2019-03-18 10:44:14 +00:00
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using osu.Framework.Testing;
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2019-04-12 05:53:23 +00:00
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using osu.Game.Configuration;
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2019-03-18 07:39:34 +00:00
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Tests.Visual
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{
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2019-05-14 19:37:25 +00:00
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public abstract class PlayerTestScene : RateAdjustedBeatmapTestScene
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{
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/// <summary>
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/// Whether custom test steps are provided. Custom tests should invoke <see cref="CreateTest"/> to create the test steps.
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/// </summary>
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protected virtual bool HasCustomSteps => false;
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protected TestPlayer Player;
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2019-08-28 10:57:17 +00:00
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protected OsuConfigManager LocalConfig;
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[BackgroundDependencyLoader]
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private void load()
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{
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Dependencies.Cache(LocalConfig = new OsuConfigManager(LocalStorage));
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LocalConfig.GetBindable<double>(OsuSetting.DimLevel).Value = 1.0;
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}
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[SetUpSteps]
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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if (!HasCustomSteps)
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CreateTest(null);
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}
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protected void CreateTest(Action action)
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{
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if (action != null && !HasCustomSteps)
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throw new InvalidOperationException($"Cannot add custom test steps without {nameof(HasCustomSteps)} being set.");
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action?.Invoke();
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2020-06-10 15:23:31 +00:00
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AddStep(CreatePlayerRuleset().Description, LoadPlayer);
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2019-04-25 08:36:17 +00:00
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AddUntilStep("player loaded", () => Player.IsLoaded && Player.Alpha == 1);
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}
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2019-03-18 10:43:55 +00:00
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protected virtual bool AllowFail => false;
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2019-09-02 03:54:59 +00:00
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protected virtual bool Autoplay => false;
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2020-03-01 05:16:28 +00:00
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protected void LoadPlayer()
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{
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var ruleset = CreatePlayerRuleset();
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Ruleset.Value = ruleset.RulesetInfo;
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var beatmap = CreateBeatmap(ruleset.RulesetInfo);
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2019-05-31 05:40:53 +00:00
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Beatmap.Value = CreateWorkingBeatmap(beatmap);
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SelectedMods.Value = Array.Empty<Mod>();
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if (!AllowFail)
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{
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var noFailMod = ruleset.CreateMod<ModNoFail>();
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if (noFailMod != null)
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SelectedMods.Value = new[] { noFailMod };
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}
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if (Autoplay)
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{
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var mod = ruleset.GetAutoplayMod();
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if (mod != null)
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SelectedMods.Value = SelectedMods.Value.Concat(mod.Yield()).ToArray();
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}
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Player = CreatePlayer(ruleset);
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LoadScreen(Player);
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}
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2019-09-02 04:24:39 +00:00
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2020-09-15 05:43:24 +00:00
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protected override void Dispose(bool isDisposing)
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{
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LocalConfig?.Dispose();
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base.Dispose(isDisposing);
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}
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2020-06-03 20:43:18 +00:00
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/// <summary>
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/// Creates the ruleset for setting up the <see cref="Player"/> component.
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/// </summary>
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[NotNull]
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protected abstract Ruleset CreatePlayerRuleset();
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protected sealed override Ruleset CreateRuleset() => CreatePlayerRuleset();
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2020-03-05 02:25:07 +00:00
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protected virtual TestPlayer CreatePlayer(Ruleset ruleset) => new TestPlayer(false, false);
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}
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}
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