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Merge pull request #23333 from Cootz/add-events-for-loading-screen
Fix editor potentially leaving a dangling beatmap if exiting during load too fast
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commit
8df5410946
@ -0,0 +1,42 @@
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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.Linq;
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using NUnit.Framework;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Menu;
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namespace osu.Game.Tests.Visual.Navigation
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{
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public partial class TestSceneBeatmapEditorNavigation : OsuGameTestScene
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{
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/// <summary>
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/// When entering the editor, a new beatmap is created as part of the asynchronous load process.
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/// This test ensures that in the case of an early exit from the editor (ie. while it's still loading)
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/// doesn't leave a dangling beatmap behind.
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///
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/// This may not fail 100% due to timing, but has a pretty high chance of hitting a failure so works well enough
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/// as a test.
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/// </summary>
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[Test]
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public void TestCancelNavigationToEditor()
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{
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BeatmapSetInfo[] beatmapSets = null!;
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AddStep("Fetch initial beatmaps", () => beatmapSets = allBeatmapSets());
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AddStep("Set current beatmap to default", () => Game.Beatmap.SetDefault());
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AddStep("Push editor loader", () => Game.ScreenStack.Push(new EditorLoader()));
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AddUntilStep("Wait for loader current", () => Game.ScreenStack.CurrentScreen is EditorLoader);
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AddStep("Close editor while loading", () => Game.ScreenStack.CurrentScreen.Exit());
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AddUntilStep("Wait for menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
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AddAssert("Check no new beatmaps were made", () => allBeatmapSets().SequenceEqual(beatmapSets));
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BeatmapSetInfo[] allBeatmapSets() => Game.Realm.Run(realm => realm.All<BeatmapSetInfo>().Where(x => !x.DeletePending).ToArray());
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}
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}
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}
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@ -210,7 +210,10 @@ namespace osu.Game.Screens.Edit
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// this is a bit haphazard, but guards against setting the lease Beatmap bindable if
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// the editor has already been exited.
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if (!ValidForPush)
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{
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beatmapManager.Delete(loadableBeatmap.BeatmapSetInfo);
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return;
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}
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}
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try
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