Fix some tests not always waiting long enough for beatmap loading

These used to work because there was a huge blocking load operation,
which is now more asynchronous.

Note that the change made in `SongSelect` is not required, but defensive
(feels it should have been doing this the whole time).
This commit is contained in:
Dean Herbert 2024-08-28 23:29:32 +09:00
parent 1776d38809
commit def1abaeca
No known key found for this signature in database
5 changed files with 18 additions and 13 deletions

View File

@ -36,7 +36,7 @@ public void TestErrorNotifications()
() => Is.EqualTo(1));
AddStep("enter song select", () => Game.ChildrenOfType<ButtonSystem>().Single().OnSolo?.Invoke());
AddUntilStep("entered song select", () => Game.ScreenStack.CurrentScreen is PlaySongSelect);
AddUntilStep("entered song select", () => Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect && songSelect.BeatmapSetsLoaded);
addStepClickLink("00:00:000 (1)", waitForSeek: false);
AddUntilStep("received 'must be in edit'",
@ -138,7 +138,7 @@ private void setUpEditor(RulesetInfo ruleset)
AddUntilStep("Wait for song select", () =>
Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet)
&& Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect
&& songSelect.IsLoaded
&& songSelect.BeatmapSetsLoaded
);
AddStep("Switch ruleset", () => Game.Ruleset.Value = ruleset);
AddStep("Open editor for ruleset", () =>

View File

@ -165,16 +165,19 @@ private void makeMetadataChange(bool commit = true)
}
[Test]
[Solo]
public void TestEditorGameplayTestAlwaysUsesOriginalRuleset()
{
prepareBeatmap();
AddStep("switch ruleset", () => Game.Ruleset.Value = new ManiaRuleset().RulesetInfo);
AddStep("switch ruleset at song select", () => Game.Ruleset.Value = new ManiaRuleset().RulesetInfo);
AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0)));
AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
AddStep("test gameplay", () => getEditor().TestGameplay());
AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
AddAssert("editor ruleset is osu!", () => Game.Ruleset.Value, () => Is.EqualTo(new OsuRuleset().RulesetInfo));
AddStep("test gameplay", () => getEditor().TestGameplay());
AddUntilStep("wait for player", () =>
{
// notifications may fire at almost any inopportune time and cause annoying test failures.
@ -183,8 +186,7 @@ public void TestEditorGameplayTestAlwaysUsesOriginalRuleset()
Game.CloseAllOverlays();
return Game.ScreenStack.CurrentScreen is EditorPlayer editorPlayer && editorPlayer.IsLoaded;
});
AddAssert("current ruleset is osu!", () => Game.Ruleset.Value.Equals(new OsuRuleset().RulesetInfo));
AddAssert("gameplay ruleset is osu!", () => Game.Ruleset.Value, () => Is.EqualTo(new OsuRuleset().RulesetInfo));
AddStep("exit to song select", () => Game.PerformFromScreen(_ => { }, typeof(PlaySongSelect).Yield()));
AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is PlaySongSelect);
@ -352,7 +354,7 @@ private void prepareBeatmap()
AddUntilStep("wait for song select",
() => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet)
&& Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect
&& songSelect.IsLoaded);
&& songSelect.BeatmapSetsLoaded);
}
private void openEditor()

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@ -193,7 +193,7 @@ private void presentAndConfirm(Func<BeatmapSetInfo> getImport)
{
AddStep("present beatmap", () => Game.PresentBeatmap(getImport()));
AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is Screens.Select.SongSelect songSelect && songSelect.IsLoaded);
AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is Screens.Select.SongSelect songSelect && songSelect.BeatmapSetsLoaded);
AddUntilStep("correct beatmap displayed", () => Game.Beatmap.Value.BeatmapSetInfo.OnlineID, () => Is.EqualTo(getImport().OnlineID));
AddAssert("correct ruleset selected", () => Game.Ruleset.Value, () => Is.EqualTo(getImport().Beatmaps.First().Ruleset));
}
@ -203,7 +203,7 @@ private void presentSecondDifficultyAndConfirm(Func<BeatmapSetInfo> getImport, i
Predicate<BeatmapInfo> pred = b => b.OnlineID == importedID * 1024 + 2;
AddStep("present difficulty", () => Game.PresentBeatmap(getImport(), pred));
AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is Screens.Select.SongSelect songSelect && songSelect.IsLoaded);
AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is Screens.Select.SongSelect songSelect && songSelect.BeatmapSetsLoaded);
AddUntilStep("correct beatmap displayed", () => Game.Beatmap.Value.BeatmapInfo.OnlineID, () => Is.EqualTo(importedID * 1024 + 2));
AddAssert("correct ruleset selected", () => Game.Ruleset.Value.OnlineID, () => Is.EqualTo(expectedRulesetOnlineID ?? getImport().Beatmaps.First().Ruleset.OnlineID));
}

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@ -1035,9 +1035,11 @@ public void TestTouchScreenDetectionAtSongSelect()
[Test]
public void TestTouchScreenDetectionInGame()
{
BeatmapSetInfo beatmapSet = null;
PushAndConfirm(() => new TestPlaySongSelect());
AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
AddStep("import beatmap", () => beatmapSet = BeatmapImportHelper.LoadQuickOszIntoOsu(Game).GetResultSafely());
AddUntilStep("wait for selected", () => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet));
AddStep("select", () => InputManager.Key(Key.Enter));
Player player = null;

View File

@ -428,7 +428,8 @@ public void Edit(BeatmapInfo? beatmapInfo = null)
// Forced refetch is important here to guarantee correct invalidation across all difficulties.
Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmapInfo ?? beatmapInfoNoDebounce, true);
this.Push(new EditorLoader());
FinaliseSelection(customStartAction: () => this.Push(new EditorLoader()));
}
/// <summary>