[WIP] Multiplayer Mods Regression Test

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NAGILSON 2022-03-21 22:46:20 -04:00
parent 17b639b404
commit 74ce009ed8

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// 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 NUnit.Framework;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Screens.Select;
// Resolve these names to types because there is a Namespace called "Playlists" and "Multiplayer" which conflicts
using MultiplayerScreenAlias = osu.Game.Screens.OnlinePlay.Multiplayer.Multiplayer;
using PlaylistsScreenAlias = osu.Game.Screens.OnlinePlay.Playlists.Playlists;
namespace osu.Game.Tests.Visual.Multiplayer
{
public class TestMultiplayerModLoading : OsuGameTestScene
{
[SetUp]
public void SetUp() => Schedule(() =>
{
SelectedMods.Value = Array.Empty<Mod>();
});
/// <summary>
/// This is a regression test that tests whether a singleplayer mod can transfer over to a multiplayer screen.
/// It should not carry over from these screens, prevents regression on https://github.com/ppy/osu/pull/17352
/// </summary>
[Test]
public void TestSingleplayerModsDontCarryToMultiplayerScreens()
{
PushAndConfirm(() => new PlaySongSelect());
// Select Mods while a "singleplayer" screen is active
var osuAutomationMod = new OsuModAutoplay();
var expectedMods = new[] { osuAutomationMod };
AddStep("Toggle on the automation Mod.", () => { SelectedMods.Value = expectedMods; });
AddAssert("", () => SelectedMods.Value == expectedMods);
PushAndConfirm(() => new TestMultiplayerComponents());
AddAssert("Mods are Empty After A Multiplayer Screen Loads", () => SelectedMods.Value.Count == 0);
AddStep("Retoggle on the automation Mod.", () => { SelectedMods.Value = expectedMods; });
AddAssert("", () => SelectedMods.Value == expectedMods);
// TODO: Implement TestPlaylistComponents?
//PushAndConfirm(() => new TestPlaylistComponents());
//AddAssert("Mods are Empty After Playlist Screen Loads", () => !SelectedMods.Value.Any());
}
}
}