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