mirror of
https://github.com/ppy/osu
synced 2024-12-11 09:27:08 +00:00
8ab3a87b13
This test scene passes ate58e1151f3
and fails at current master, due to an inadvertent regression caused bye72f103c17
. As it turns out, the online lookup flow that was causing UI thread freezes when saving beatmaps in the editor, was also responsible for resetting the online ID of locally-modified beatmaps if online lookup failed.
91 lines
3.5 KiB
C#
91 lines
3.5 KiB
C#
// 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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#nullable disable
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using System;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Input;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Setup;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Select;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual
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{
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/// <summary>
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/// Tests the general expected flow of creating a new beatmap, saving it, then loading it back from song select.
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/// </summary>
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public abstract partial class EditorSavingTestScene : OsuGameTestScene
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{
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protected Editor Editor => Game.ChildrenOfType<Editor>().FirstOrDefault();
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protected EditorBeatmap EditorBeatmap => (EditorBeatmap)Editor.Dependencies.Get(typeof(EditorBeatmap));
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[CanBeNull]
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protected Func<WorkingBeatmap> CreateInitialBeatmap { get; set; }
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[SetUpSteps]
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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if (CreateInitialBeatmap == null)
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AddStep("set default beatmap", () => Game.Beatmap.SetDefault());
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else
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{
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AddStep("set test beatmap", () => Game.Beatmap.Value = CreateInitialBeatmap?.Invoke());
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}
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PushAndConfirm(() => new EditorLoader());
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AddUntilStep("wait for editor load", () => Editor?.IsLoaded == true);
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if (CreateInitialBeatmap == null)
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AddUntilStep("wait for metadata screen load", () => Editor.ChildrenOfType<MetadataSection>().FirstOrDefault()?.IsLoaded == true);
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// We intentionally switch away from the metadata screen, else there is a feedback loop with the textbox handling which causes metadata changes below to get overwritten.
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AddStep("Enter compose mode", () => InputManager.Key(Key.F1));
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AddUntilStep("Wait for compose mode load", () => Editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true);
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}
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protected void SaveEditor()
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{
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AddStep("Save", () => InputManager.Keys(PlatformAction.Save));
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}
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protected void ReloadEditorToSameBeatmap()
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{
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Guid beatmapSetGuid = Guid.Empty;
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Guid beatmapGuid = Guid.Empty;
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AddStep("Store beatmap GUIDs", () =>
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{
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beatmapSetGuid = EditorBeatmap.BeatmapInfo.BeatmapSet!.ID;
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beatmapGuid = EditorBeatmap.BeatmapInfo.ID;
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});
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AddStep("Exit", () => InputManager.Key(Key.Escape));
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AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
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SongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new PlaySongSelect());
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AddUntilStep("wait for carousel load", () => songSelect.BeatmapSetsLoaded);
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AddStep("Present same beatmap", () => Game.PresentBeatmap(Game.BeatmapManager.QueryBeatmapSet(set => set.ID == beatmapSetGuid)!.Value, beatmap => beatmap.ID == beatmapGuid));
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AddUntilStep("Wait for beatmap selected", () => Game.Beatmap.Value.BeatmapInfo.ID == beatmapGuid);
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AddStep("Open options", () => InputManager.Key(Key.F3));
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AddStep("Enter editor", () => InputManager.Key(Key.Number5));
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AddUntilStep("Wait for editor load", () => Editor != null);
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}
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}
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}
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