mirror of
https://github.com/ppy/osu
synced 2024-12-27 09:23:15 +00:00
210 lines
8.6 KiB
C#
210 lines
8.6 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 NUnit.Framework;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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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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using osu.Game.Rulesets.Osu;
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using osu.Game.Scoring;
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using osu.Game.Screens;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Ranking;
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using osu.Game.Screens.Select;
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namespace osu.Game.Tests.Visual.Navigation
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{
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public partial class TestScenePresentScore : OsuGameTestScene
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{
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private BeatmapSetInfo beatmap;
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[SetUpSteps]
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public new void SetUpSteps()
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{
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AddStep("import beatmap", () =>
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{
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beatmap = Game.BeatmapManager.Import(new BeatmapSetInfo
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{
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Hash = Guid.NewGuid().ToString(),
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OnlineID = 1,
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Beatmaps =
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{
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new BeatmapInfo
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{
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OnlineID = 1 * 1024,
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Metadata = new BeatmapMetadata
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{
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Artist = "SomeArtist",
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Author = { Username = "SomeAuthor" },
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Title = "import"
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},
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Difficulty = new BeatmapDifficulty(),
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Ruleset = new OsuRuleset().RulesetInfo
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},
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new BeatmapInfo
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{
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OnlineID = 1 * 2048,
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Metadata = new BeatmapMetadata
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{
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Artist = "SomeArtist",
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Author = { Username = "SomeAuthor" },
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Title = "import"
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},
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Difficulty = new BeatmapDifficulty(),
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Ruleset = new OsuRuleset().RulesetInfo
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},
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}
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})?.Value;
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});
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}
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[Test]
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public void TestFromMainMenu([Values] ScorePresentType type)
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{
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var firstImport = importScore(1);
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var secondImport = importScore(3);
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presentAndConfirm(firstImport, type);
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returnToMenu();
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presentAndConfirm(secondImport, type);
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returnToMenu();
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returnToMenu();
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}
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[Test]
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public void TestFromMainMenuDifferentRuleset([Values] ScorePresentType type)
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{
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var firstImport = importScore(1);
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var secondImport = importScore(3, new ManiaRuleset().RulesetInfo);
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presentAndConfirm(firstImport, type);
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returnToMenu();
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presentAndConfirm(secondImport, type);
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returnToMenu();
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returnToMenu();
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}
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[Test]
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public void TestFromSongSelectWithFilter([Values] ScorePresentType type)
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{
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AddStep("enter song select", () => Game.ChildrenOfType<ButtonSystem>().Single().OnSolo?.Invoke());
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AddUntilStep("song select is current", () => Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect && songSelect.BeatmapSetsLoaded);
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AddStep("filter to nothing", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).FilterControl.CurrentTextSearch.Value = "fdsajkl;fgewq");
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AddUntilStep("wait for no results", () => Beatmap.IsDefault);
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var firstImport = importScore(1, new CatchRuleset().RulesetInfo);
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presentAndConfirm(firstImport, type);
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}
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[Test]
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public void TestFromSongSelectWithConvertRulesetChange([Values] ScorePresentType type)
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{
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AddStep("enter song select", () => Game.ChildrenOfType<ButtonSystem>().Single().OnSolo?.Invoke());
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AddUntilStep("song select is current", () => Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect && songSelect.BeatmapSetsLoaded);
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AddStep("set convert to false", () => Game.LocalConfig.SetValue(OsuSetting.ShowConvertedBeatmaps, false));
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var firstImport = importScore(1, new CatchRuleset().RulesetInfo);
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presentAndConfirm(firstImport, type);
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}
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[Test]
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public void TestFromSongSelect([Values] ScorePresentType type)
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{
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AddStep("enter song select", () => Game.ChildrenOfType<ButtonSystem>().Single().OnSolo?.Invoke());
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AddUntilStep("song select is current", () => Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect && songSelect.BeatmapSetsLoaded);
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var firstImport = importScore(1);
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presentAndConfirm(firstImport, type);
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var secondImport = importScore(3);
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presentAndConfirm(secondImport, type);
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}
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[Test]
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public void TestFromSongSelectDifferentRuleset([Values] ScorePresentType type)
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{
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AddStep("enter song select", () => Game.ChildrenOfType<ButtonSystem>().Single().OnSolo?.Invoke());
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AddUntilStep("song select is current", () => Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect && songSelect.BeatmapSetsLoaded);
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var firstImport = importScore(1);
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presentAndConfirm(firstImport, type);
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var secondImport = importScore(3, new ManiaRuleset().RulesetInfo);
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presentAndConfirm(secondImport, type);
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}
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private void returnToMenu()
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{
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// if we don't pause, there's a chance the track may change at the main menu out of our control (due to reaching the end of the track).
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AddStep("pause audio", () =>
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{
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if (Game.MusicController.IsPlaying)
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Game.MusicController.TogglePause();
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});
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AddStep("return to menu", () => Game.ScreenStack.CurrentScreen.Exit());
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AddUntilStep("wait for menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
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}
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private Func<ScoreInfo> importScore(int i, RulesetInfo ruleset = null)
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{
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ScoreInfo imported = null;
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AddStep($"import score {i}", () =>
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{
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imported = Game.ScoreManager.Import(new ScoreInfo
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{
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Hash = Guid.NewGuid().ToString(),
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OnlineID = i,
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BeatmapInfo = beatmap.Beatmaps.First(),
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Ruleset = ruleset ?? new OsuRuleset().RulesetInfo,
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User = new GuestUser(),
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})!.Value;
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});
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AddAssert($"import {i} succeeded", () => imported != null);
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return () => imported;
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}
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/// <summary>
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/// Some tests test waiting for a particular screen twice in a row, but expect a new instance each time.
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/// There's a case where they may succeed incorrectly if we don't compare against the previous instance.
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/// </summary>
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private IScreen lastWaitedScreen;
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private void presentAndConfirm(Func<ScoreInfo> getImport, ScorePresentType type)
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{
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AddStep("present score", () => Game.PresentScore(getImport(), type));
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switch (type)
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{
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case ScorePresentType.Results:
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AddUntilStep("wait for results", () => lastWaitedScreen != Game.ScreenStack.CurrentScreen && Game.ScreenStack.CurrentScreen is ResultsScreen);
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AddStep("store last waited screen", () => lastWaitedScreen = Game.ScreenStack.CurrentScreen);
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AddUntilStep("correct score displayed", () => ((ResultsScreen)Game.ScreenStack.CurrentScreen).Score!.Equals(getImport()));
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AddAssert("correct ruleset selected", () => Game.Ruleset.Value.Equals(getImport().Ruleset));
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break;
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case ScorePresentType.Gameplay:
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AddUntilStep("wait for player loader", () => lastWaitedScreen != Game.ScreenStack.CurrentScreen && Game.ScreenStack.CurrentScreen is ReplayPlayerLoader);
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AddStep("store last waited screen", () => lastWaitedScreen = Game.ScreenStack.CurrentScreen);
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AddUntilStep("correct score displayed", () => ((ReplayPlayerLoader)Game.ScreenStack.CurrentScreen).Score.Equals(getImport()));
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AddAssert("correct ruleset selected", () => Game.Ruleset.Value.Equals(getImport().Ruleset));
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break;
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}
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}
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}
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}
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