mirror of https://github.com/ppy/osu
Merge pull request #30526 from smoogipoo/fix-beatmap-recommender-test
Fix intermittent beatmap recommendations test
This commit is contained in:
commit
aad9f4078e
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@ -10,9 +10,12 @@
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Platform;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Extensions;
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using osu.Game.Online.API;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Catch;
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using osu.Game.Rulesets.Mania;
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@ -191,8 +194,39 @@ private void presentAndConfirm(Func<BeatmapSetInfo> getImport, int expectedDiff)
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{
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AddStep("present beatmap", () => Game.PresentBeatmap(getImport()));
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AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is Screens.Select.SongSelect);
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AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is Screens.Select.SongSelect select && select.BeatmapSetsLoaded);
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AddUntilStep("recommended beatmap displayed", () => Game.Beatmap.Value.BeatmapInfo.MatchesOnlineID(getImport().Beatmaps[expectedDiff - 1]));
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}
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protected override TestOsuGame CreateTestGame() => new NoBeatmapUpdateGame(LocalStorage, API);
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private partial class NoBeatmapUpdateGame : TestOsuGame
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{
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public NoBeatmapUpdateGame(Storage storage, IAPIProvider api, string[] args = null)
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: base(storage, api, args)
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{
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}
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protected override IBeatmapUpdater CreateBeatmapUpdater() => new TestBeatmapUpdater();
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private class TestBeatmapUpdater : IBeatmapUpdater
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{
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public void Queue(Live<BeatmapSetInfo> beatmapSet, MetadataLookupScope lookupScope = MetadataLookupScope.LocalCacheFirst)
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{
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}
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public void Process(BeatmapSetInfo beatmapSet, MetadataLookupScope lookupScope = MetadataLookupScope.LocalCacheFirst)
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{
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}
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public void ProcessObjectCounts(BeatmapInfo beatmapInfo, MetadataLookupScope lookupScope = MetadataLookupScope.LocalCacheFirst)
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{
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}
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public void Dispose()
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{
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}
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}
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}
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}
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}
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@ -13,11 +13,11 @@ namespace osu.Game.Beatmaps
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/// </summary>
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public partial class BeatmapOnlineChangeIngest : Component
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{
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private readonly BeatmapUpdater beatmapUpdater;
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private readonly IBeatmapUpdater beatmapUpdater;
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private readonly RealmAccess realm;
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private readonly MetadataClient metadataClient;
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public BeatmapOnlineChangeIngest(BeatmapUpdater beatmapUpdater, RealmAccess realm, MetadataClient metadataClient)
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public BeatmapOnlineChangeIngest(IBeatmapUpdater beatmapUpdater, RealmAccess realm, MetadataClient metadataClient)
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{
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this.beatmapUpdater = beatmapUpdater;
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this.realm = realm;
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@ -1,7 +1,6 @@
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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 System.Diagnostics;
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using System.Linq;
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using System.Threading.Tasks;
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@ -15,10 +14,7 @@
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// Handles all processing required to ensure a local beatmap is in a consistent state with any changes.
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/// </summary>
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public class BeatmapUpdater : IDisposable
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public class BeatmapUpdater : IBeatmapUpdater
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{
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private readonly IWorkingBeatmapCache workingBeatmapCache;
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@ -38,11 +34,6 @@ public BeatmapUpdater(IWorkingBeatmapCache workingBeatmapCache, BeatmapDifficult
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metadataLookup = new BeatmapUpdaterMetadataLookup(api, storage);
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}
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/// <summary>
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/// Queue a beatmap for background processing.
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/// </summary>
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/// <param name="beatmapSet">The managed beatmap set to update. A transaction will be opened to apply changes.</param>
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/// <param name="lookupScope">The preferred scope to use for metadata lookup.</param>
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public void Queue(Live<BeatmapSetInfo> beatmapSet, MetadataLookupScope lookupScope = MetadataLookupScope.LocalCacheFirst)
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{
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Logger.Log($"Queueing change for local beatmap {beatmapSet}");
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@ -50,55 +41,56 @@ public void Queue(Live<BeatmapSetInfo> beatmapSet, MetadataLookupScope lookupSco
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updateScheduler);
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}
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/// <summary>
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/// Run all processing on a beatmap immediately.
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/// </summary>
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/// <param name="beatmapSet">The managed beatmap set to update. A transaction will be opened to apply changes.</param>
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/// <param name="lookupScope">The preferred scope to use for metadata lookup.</param>
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public void Process(BeatmapSetInfo beatmapSet, MetadataLookupScope lookupScope = MetadataLookupScope.LocalCacheFirst) => beatmapSet.Realm!.Write(_ =>
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public void Process(BeatmapSetInfo beatmapSet, MetadataLookupScope lookupScope = MetadataLookupScope.LocalCacheFirst)
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{
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// Before we use below, we want to invalidate.
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workingBeatmapCache.Invalidate(beatmapSet);
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if (lookupScope != MetadataLookupScope.None)
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metadataLookup.Update(beatmapSet, lookupScope == MetadataLookupScope.OnlineFirst);
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foreach (var beatmap in beatmapSet.Beatmaps)
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beatmapSet.Realm!.Write(_ =>
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{
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difficultyCache.Invalidate(beatmap);
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// Before we use below, we want to invalidate.
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workingBeatmapCache.Invalidate(beatmapSet);
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var working = workingBeatmapCache.GetWorkingBeatmap(beatmap);
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var ruleset = working.BeatmapInfo.Ruleset.CreateInstance();
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if (lookupScope != MetadataLookupScope.None)
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metadataLookup.Update(beatmapSet, lookupScope == MetadataLookupScope.OnlineFirst);
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Debug.Assert(ruleset != null);
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foreach (var beatmap in beatmapSet.Beatmaps)
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{
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difficultyCache.Invalidate(beatmap);
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var calculator = ruleset.CreateDifficultyCalculator(working);
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var working = workingBeatmapCache.GetWorkingBeatmap(beatmap);
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var ruleset = working.BeatmapInfo.Ruleset.CreateInstance();
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beatmap.StarRating = calculator.Calculate().StarRating;
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beatmap.Length = working.Beatmap.CalculatePlayableLength();
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beatmap.BPM = 60000 / working.Beatmap.GetMostCommonBeatLength();
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beatmap.EndTimeObjectCount = working.Beatmap.HitObjects.Count(h => h is IHasDuration);
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beatmap.TotalObjectCount = working.Beatmap.HitObjects.Count;
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}
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Debug.Assert(ruleset != null);
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// And invalidate again afterwards as re-fetching the most up-to-date database metadata will be required.
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workingBeatmapCache.Invalidate(beatmapSet);
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});
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var calculator = ruleset.CreateDifficultyCalculator(working);
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public void ProcessObjectCounts(BeatmapInfo beatmapInfo, MetadataLookupScope lookupScope = MetadataLookupScope.LocalCacheFirst) => beatmapInfo.Realm!.Write(_ =>
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beatmap.StarRating = calculator.Calculate().StarRating;
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beatmap.Length = working.Beatmap.CalculatePlayableLength();
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beatmap.BPM = 60000 / working.Beatmap.GetMostCommonBeatLength();
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beatmap.EndTimeObjectCount = working.Beatmap.HitObjects.Count(h => h is IHasDuration);
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beatmap.TotalObjectCount = working.Beatmap.HitObjects.Count;
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}
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// And invalidate again afterwards as re-fetching the most up-to-date database metadata will be required.
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workingBeatmapCache.Invalidate(beatmapSet);
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});
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}
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public void ProcessObjectCounts(BeatmapInfo beatmapInfo, MetadataLookupScope lookupScope = MetadataLookupScope.LocalCacheFirst)
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{
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// Before we use below, we want to invalidate.
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workingBeatmapCache.Invalidate(beatmapInfo);
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beatmapInfo.Realm!.Write(_ =>
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{
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// Before we use below, we want to invalidate.
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workingBeatmapCache.Invalidate(beatmapInfo);
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var working = workingBeatmapCache.GetWorkingBeatmap(beatmapInfo);
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var beatmap = working.Beatmap;
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var working = workingBeatmapCache.GetWorkingBeatmap(beatmapInfo);
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var beatmap = working.Beatmap;
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beatmapInfo.EndTimeObjectCount = beatmap.HitObjects.Count(h => h is IHasDuration);
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beatmapInfo.TotalObjectCount = beatmap.HitObjects.Count;
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beatmapInfo.EndTimeObjectCount = beatmap.HitObjects.Count(h => h is IHasDuration);
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beatmapInfo.TotalObjectCount = beatmap.HitObjects.Count;
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// And invalidate again afterwards as re-fetching the most up-to-date database metadata will be required.
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workingBeatmapCache.Invalidate(beatmapInfo);
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});
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// And invalidate again afterwards as re-fetching the most up-to-date database metadata will be required.
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workingBeatmapCache.Invalidate(beatmapInfo);
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});
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}
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#region Implementation of IDisposable
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@ -0,0 +1,35 @@
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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 osu.Game.Database;
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namespace osu.Game.Beatmaps
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{
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/// <summary>
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/// Handles all processing required to ensure a local beatmap is in a consistent state with any changes.
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/// </summary>
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public interface IBeatmapUpdater : IDisposable
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{
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/// <summary>
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/// Queue a beatmap for background processing.
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/// </summary>
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/// <param name="beatmapSet">The managed beatmap set to update. A transaction will be opened to apply changes.</param>
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/// <param name="lookupScope">The preferred scope to use for metadata lookup.</param>
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void Queue(Live<BeatmapSetInfo> beatmapSet, MetadataLookupScope lookupScope = MetadataLookupScope.LocalCacheFirst);
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/// <summary>
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/// Run all processing on a beatmap immediately.
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/// </summary>
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/// <param name="beatmapSet">The managed beatmap set to update. A transaction will be opened to apply changes.</param>
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/// <param name="lookupScope">The preferred scope to use for metadata lookup.</param>
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void Process(BeatmapSetInfo beatmapSet, MetadataLookupScope lookupScope = MetadataLookupScope.LocalCacheFirst);
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/// <summary>
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/// Runs a subset of processing focused on updating any cached beatmap object counts.
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/// </summary>
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/// <param name="beatmapInfo">The managed beatmap to update. A transaction will be opened to apply changes.</param>
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/// <param name="lookupScope">The preferred scope to use for metadata lookup.</param>
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void ProcessObjectCounts(BeatmapInfo beatmapInfo, MetadataLookupScope lookupScope = MetadataLookupScope.LocalCacheFirst);
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}
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}
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@ -46,7 +46,7 @@ public partial class BackgroundDataStoreProcessor : Component
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private RealmAccess realmAccess { get; set; } = null!;
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[Resolved]
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private BeatmapUpdater beatmapUpdater { get; set; } = null!;
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private IBeatmapUpdater beatmapUpdater { get; set; } = null!;
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[Resolved]
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private IBindable<WorkingBeatmap> gameBeatmap { get; set; } = null!;
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@ -198,7 +198,7 @@ public virtual string Version
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public readonly Bindable<Dictionary<ModType, IReadOnlyList<Mod>>> AvailableMods = new Bindable<Dictionary<ModType, IReadOnlyList<Mod>>>(new Dictionary<ModType, IReadOnlyList<Mod>>());
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private BeatmapDifficultyCache difficultyCache;
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private BeatmapUpdater beatmapUpdater;
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private IBeatmapUpdater beatmapUpdater;
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private UserLookupCache userCache;
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private BeatmapLookupCache beatmapCache;
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@ -324,7 +324,7 @@ private void load(ReadableKeyCombinationProvider keyCombinationProvider, Framewo
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base.Content.Add(difficultyCache);
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// TODO: OsuGame or OsuGameBase?
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dependencies.CacheAs(beatmapUpdater = new BeatmapUpdater(BeatmapManager, difficultyCache, API, Storage));
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dependencies.CacheAs(beatmapUpdater = CreateBeatmapUpdater());
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dependencies.CacheAs(SpectatorClient = new OnlineSpectatorClient(endpoints));
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dependencies.CacheAs(MultiplayerClient = new OnlineMultiplayerClient(endpoints));
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dependencies.CacheAs(metadataClient = new OnlineMetadataClient(endpoints));
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@ -563,6 +563,8 @@ public bool Migrate(string path)
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}
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}
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protected virtual IBeatmapUpdater CreateBeatmapUpdater() => new BeatmapUpdater(BeatmapManager, difficultyCache, API, Storage);
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protected override UserInputManager CreateUserInputManager() => new OsuUserInputManager();
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protected virtual BatteryInfo CreateBatteryInfo() => null;
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