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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Dean Herbert 2023-04-29 11:57:24 +09:00 committed by GitHub
commit 8df5410946
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@ -0,0 +1,42 @@
// 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.Linq;
using NUnit.Framework;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Menu;
namespace osu.Game.Tests.Visual.Navigation
{
public partial class TestSceneBeatmapEditorNavigation : OsuGameTestScene
{
/// <summary>
/// When entering the editor, a new beatmap is created as part of the asynchronous load process.
/// This test ensures that in the case of an early exit from the editor (ie. while it's still loading)
/// doesn't leave a dangling beatmap behind.
///
/// This may not fail 100% due to timing, but has a pretty high chance of hitting a failure so works well enough
/// as a test.
/// </summary>
[Test]
public void TestCancelNavigationToEditor()
{
BeatmapSetInfo[] beatmapSets = null!;
AddStep("Fetch initial beatmaps", () => beatmapSets = allBeatmapSets());
AddStep("Set current beatmap to default", () => Game.Beatmap.SetDefault());
AddStep("Push editor loader", () => Game.ScreenStack.Push(new EditorLoader()));
AddUntilStep("Wait for loader current", () => Game.ScreenStack.CurrentScreen is EditorLoader);
AddStep("Close editor while loading", () => Game.ScreenStack.CurrentScreen.Exit());
AddUntilStep("Wait for menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
AddAssert("Check no new beatmaps were made", () => allBeatmapSets().SequenceEqual(beatmapSets));
BeatmapSetInfo[] allBeatmapSets() => Game.Realm.Run(realm => realm.All<BeatmapSetInfo>().Where(x => !x.DeletePending).ToArray());
}
}
}

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@ -210,7 +210,10 @@ namespace osu.Game.Screens.Edit
// this is a bit haphazard, but guards against setting the lease Beatmap bindable if
// the editor has already been exited.
if (!ValidForPush)
{
beatmapManager.Delete(loadableBeatmap.BeatmapSetInfo);
return;
}
}
try