mirror of https://github.com/ppy/osu
940 lines
33 KiB
C#
940 lines
33 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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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets;
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using osu.Game.Screens.Select;
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using osu.Game.Screens.Select.Carousel;
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using osu.Game.Screens.Select.Filter;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.SongSelect
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{
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[TestFixture]
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public class TestSceneBeatmapCarousel : OsuManualInputManagerTestScene
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{
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private TestBeatmapCarousel carousel;
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private RulesetStore rulesets;
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private readonly Stack<BeatmapSetInfo> selectedSets = new Stack<BeatmapSetInfo>();
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private readonly HashSet<int> eagerSelectedIDs = new HashSet<int>();
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private BeatmapInfo currentSelection => carousel.SelectedBeatmap;
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private const int set_count = 5;
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[BackgroundDependencyLoader]
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private void load(RulesetStore rulesets)
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{
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this.rulesets = rulesets;
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}
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[Test]
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public void TestManyPanels()
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{
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loadBeatmaps(count: 5000, randomDifficulties: true);
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}
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[Test]
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public void TestKeyRepeat()
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{
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loadBeatmaps();
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advanceSelection(false);
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AddStep("press down arrow", () => InputManager.PressKey(Key.Down));
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BeatmapInfo selection = null;
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checkSelectionIterating(true);
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AddStep("press up arrow", () => InputManager.PressKey(Key.Up));
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checkSelectionIterating(true);
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AddStep("release down arrow", () => InputManager.ReleaseKey(Key.Down));
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checkSelectionIterating(true);
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AddStep("release up arrow", () => InputManager.ReleaseKey(Key.Up));
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checkSelectionIterating(false);
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void checkSelectionIterating(bool isIterating)
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{
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for (int i = 0; i < 3; i++)
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{
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AddStep("store selection", () => selection = carousel.SelectedBeatmap);
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if (isIterating)
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AddUntilStep("selection changed", () => carousel.SelectedBeatmap != selection);
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else
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AddUntilStep("selection not changed", () => carousel.SelectedBeatmap == selection);
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}
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}
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}
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[Test]
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public void TestRecommendedSelection()
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{
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loadBeatmaps(carouselAdjust: carousel => carousel.GetRecommendedBeatmap = beatmaps => beatmaps.LastOrDefault());
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AddStep("select last", () => carousel.SelectBeatmap(carousel.BeatmapSets.Last().Beatmaps.Last()));
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// check recommended was selected
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advanceSelection(direction: 1, diff: false);
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waitForSelection(1, 3);
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// change away from recommended
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advanceSelection(direction: -1, diff: true);
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waitForSelection(1, 2);
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// next set, check recommended
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advanceSelection(direction: 1, diff: false);
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waitForSelection(2, 3);
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// next set, check recommended
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advanceSelection(direction: 1, diff: false);
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waitForSelection(3, 3);
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// go back to first set and ensure user selection was retained
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advanceSelection(direction: -1, diff: false);
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advanceSelection(direction: -1, diff: false);
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waitForSelection(1, 2);
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}
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/// <summary>
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/// Test keyboard traversal
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/// </summary>
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[Test]
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public void TestTraversal()
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{
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loadBeatmaps();
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AddStep("select first", () => carousel.SelectBeatmap(carousel.BeatmapSets.First().Beatmaps.First()));
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waitForSelection(1, 1);
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advanceSelection(direction: 1, diff: true);
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waitForSelection(1, 2);
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advanceSelection(direction: -1, diff: false);
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waitForSelection(set_count, 1);
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advanceSelection(direction: -1, diff: true);
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waitForSelection(set_count - 1, 3);
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advanceSelection(diff: false);
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advanceSelection(diff: false);
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waitForSelection(1, 2);
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advanceSelection(direction: -1, diff: true);
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advanceSelection(direction: -1, diff: true);
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waitForSelection(set_count, 3);
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}
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[TestCase(true)]
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[TestCase(false)]
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public void TestTraversalBeyondVisible(bool forwards)
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{
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var sets = new List<BeatmapSetInfo>();
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const int total_set_count = 200;
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for (int i = 0; i < total_set_count; i++)
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sets.Add(createTestBeatmapSet(i + 1));
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loadBeatmaps(sets);
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for (int i = 1; i < total_set_count; i += i)
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selectNextAndAssert(i);
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void selectNextAndAssert(int amount)
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{
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setSelected(forwards ? 1 : total_set_count, 1);
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AddStep($"{(forwards ? "Next" : "Previous")} beatmap {amount} times", () =>
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{
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for (int i = 0; i < amount; i++)
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{
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carousel.SelectNext(forwards ? 1 : -1);
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}
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});
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waitForSelection(forwards ? amount + 1 : total_set_count - amount);
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}
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}
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[Test]
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public void TestTraversalBeyondVisibleDifficulties()
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{
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var sets = new List<BeatmapSetInfo>();
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const int total_set_count = 20;
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for (int i = 0; i < total_set_count; i++)
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sets.Add(createTestBeatmapSet(i + 1));
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loadBeatmaps(sets);
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// Selects next set once, difficulty index doesn't change
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selectNextAndAssert(3, true, 2, 1);
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// Selects next set 16 times (50 \ 3 == 16), difficulty index changes twice (50 % 3 == 2)
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selectNextAndAssert(50, true, 17, 3);
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// Travels around the carousel thrice (200 \ 60 == 3)
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// continues to select 20 times (200 \ 60 == 20)
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// selects next set 6 times (20 \ 3 == 6)
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// difficulty index changes twice (20 % 3 == 2)
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selectNextAndAssert(200, true, 7, 3);
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// All same but in reverse
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selectNextAndAssert(3, false, 19, 3);
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selectNextAndAssert(50, false, 4, 1);
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selectNextAndAssert(200, false, 14, 1);
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void selectNextAndAssert(int amount, bool forwards, int expectedSet, int expectedDiff)
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{
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// Select very first or very last difficulty
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setSelected(forwards ? 1 : 20, forwards ? 1 : 3);
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AddStep($"{(forwards ? "Next" : "Previous")} difficulty {amount} times", () =>
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{
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for (int i = 0; i < amount; i++)
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carousel.SelectNext(forwards ? 1 : -1, false);
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});
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waitForSelection(expectedSet, expectedDiff);
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}
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}
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/// <summary>
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/// Test filtering
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/// </summary>
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[Test]
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public void TestFiltering()
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{
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loadBeatmaps();
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// basic filtering
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setSelected(1, 1);
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AddStep("Filter", () => carousel.Filter(new FilterCriteria { SearchText = "set #3!" }, false));
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checkVisibleItemCount(diff: false, count: 1);
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checkVisibleItemCount(diff: true, count: 3);
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waitForSelection(3, 1);
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advanceSelection(diff: true, count: 4);
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waitForSelection(3, 2);
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AddStep("Un-filter (debounce)", () => carousel.Filter(new FilterCriteria()));
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AddUntilStep("Wait for debounce", () => !carousel.PendingFilterTask);
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checkVisibleItemCount(diff: false, count: set_count);
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checkVisibleItemCount(diff: true, count: 3);
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// test filtering some difficulties (and keeping current beatmap set selected).
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setSelected(1, 2);
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AddStep("Filter some difficulties", () => carousel.Filter(new FilterCriteria { SearchText = "Normal" }, false));
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waitForSelection(1, 1);
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AddStep("Un-filter", () => carousel.Filter(new FilterCriteria(), false));
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waitForSelection(1, 1);
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AddStep("Filter all", () => carousel.Filter(new FilterCriteria { SearchText = "Dingo" }, false));
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checkVisibleItemCount(false, 0);
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checkVisibleItemCount(true, 0);
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AddAssert("Selection is null", () => currentSelection == null);
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advanceSelection(true);
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AddAssert("Selection is null", () => currentSelection == null);
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advanceSelection(false);
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AddAssert("Selection is null", () => currentSelection == null);
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AddStep("Un-filter", () => carousel.Filter(new FilterCriteria(), false));
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AddAssert("Selection is non-null", () => currentSelection != null);
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setSelected(1, 3);
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}
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[Test]
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public void TestFilterRange()
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{
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loadBeatmaps();
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// buffer the selection
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setSelected(3, 2);
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setSelected(1, 3);
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AddStep("Apply a range filter", () => carousel.Filter(new FilterCriteria
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{
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SearchText = "#3",
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StarDifficulty = new FilterCriteria.OptionalRange<double>
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{
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Min = 2,
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Max = 5.5,
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IsLowerInclusive = true
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}
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}, false));
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// should reselect the buffered selection.
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waitForSelection(3, 2);
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}
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/// <summary>
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/// Test random non-repeating algorithm
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/// </summary>
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[Test]
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public void TestRandom()
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{
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loadBeatmaps();
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setSelected(1, 1);
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nextRandom();
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ensureRandomDidntRepeat();
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nextRandom();
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ensureRandomDidntRepeat();
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nextRandom();
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ensureRandomDidntRepeat();
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prevRandom();
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ensureRandomFetchSuccess();
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prevRandom();
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ensureRandomFetchSuccess();
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nextRandom();
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ensureRandomDidntRepeat();
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nextRandom();
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ensureRandomDidntRepeat();
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nextRandom();
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AddAssert("ensure repeat", () => selectedSets.Contains(carousel.SelectedBeatmapSet));
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AddStep("Add set with 100 difficulties", () => carousel.UpdateBeatmapSet(createTestBeatmapSetWithManyDifficulties(set_count + 1)));
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AddStep("Filter Extra", () => carousel.Filter(new FilterCriteria { SearchText = "Extra 10" }, false));
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checkInvisibleDifficultiesUnselectable();
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checkInvisibleDifficultiesUnselectable();
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checkInvisibleDifficultiesUnselectable();
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checkInvisibleDifficultiesUnselectable();
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checkInvisibleDifficultiesUnselectable();
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AddStep("Un-filter", () => carousel.Filter(new FilterCriteria(), false));
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}
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/// <summary>
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/// Test adding and removing beatmap sets
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/// </summary>
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[Test]
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public void TestAddRemove()
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{
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loadBeatmaps();
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AddStep("Add new set", () => carousel.UpdateBeatmapSet(createTestBeatmapSet(set_count + 1)));
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AddStep("Add new set", () => carousel.UpdateBeatmapSet(createTestBeatmapSet(set_count + 2)));
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checkVisibleItemCount(false, set_count + 2);
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AddStep("Remove set", () => carousel.RemoveBeatmapSet(createTestBeatmapSet(set_count + 2)));
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checkVisibleItemCount(false, set_count + 1);
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setSelected(set_count + 1, 1);
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AddStep("Remove set", () => carousel.RemoveBeatmapSet(createTestBeatmapSet(set_count + 1)));
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checkVisibleItemCount(false, set_count);
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waitForSelection(set_count);
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}
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[Test]
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public void TestSelectionEnteringFromEmptyRuleset()
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{
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var sets = new List<BeatmapSetInfo>();
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AddStep("Create beatmaps for taiko only", () =>
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{
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sets.Clear();
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var rulesetBeatmapSet = createTestBeatmapSet(1);
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var taikoRuleset = rulesets.AvailableRulesets.ElementAt(1);
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rulesetBeatmapSet.Beatmaps.ForEach(b =>
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{
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b.Ruleset = taikoRuleset;
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b.RulesetID = 1;
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});
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sets.Add(rulesetBeatmapSet);
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});
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loadBeatmaps(sets, () => new FilterCriteria { Ruleset = rulesets.AvailableRulesets.ElementAt(0) });
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AddStep("Set non-empty mode filter", () =>
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carousel.Filter(new FilterCriteria { Ruleset = rulesets.AvailableRulesets.ElementAt(1) }, false));
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AddAssert("Something is selected", () => carousel.SelectedBeatmap != null);
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}
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/// <summary>
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/// Test sorting
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/// </summary>
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[Test]
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public void TestSorting()
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{
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loadBeatmaps();
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AddStep("Sort by author", () => carousel.Filter(new FilterCriteria { Sort = SortMode.Author }, false));
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AddAssert("Check zzzzz is at bottom", () => carousel.BeatmapSets.Last().Metadata.AuthorString == "zzzzz");
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AddStep("Sort by artist", () => carousel.Filter(new FilterCriteria { Sort = SortMode.Artist }, false));
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AddAssert($"Check #{set_count} is at bottom", () => carousel.BeatmapSets.Last().Metadata.Title.EndsWith($"#{set_count}!", StringComparison.Ordinal));
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}
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[Test]
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public void TestSortingStability()
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{
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var sets = new List<BeatmapSetInfo>();
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for (int i = 0; i < 20; i++)
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{
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var set = createTestBeatmapSet(i);
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set.Metadata.Artist = "same artist";
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set.Metadata.Title = "same title";
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sets.Add(set);
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}
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loadBeatmaps(sets);
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AddStep("Sort by artist", () => carousel.Filter(new FilterCriteria { Sort = SortMode.Artist }, false));
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AddAssert("Items remain in original order", () => carousel.BeatmapSets.Select((set, index) => set.ID == index).All(b => b));
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AddStep("Sort by title", () => carousel.Filter(new FilterCriteria { Sort = SortMode.Title }, false));
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AddAssert("Items remain in original order", () => carousel.BeatmapSets.Select((set, index) => set.ID == index).All(b => b));
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}
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[Test]
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public void TestSortingWithFiltered()
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{
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List<BeatmapSetInfo> sets = new List<BeatmapSetInfo>();
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for (int i = 0; i < 3; i++)
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{
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var set = createTestBeatmapSet(i);
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set.Beatmaps[0].StarDifficulty = 3 - i;
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set.Beatmaps[2].StarDifficulty = 6 + i;
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sets.Add(set);
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}
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loadBeatmaps(sets);
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AddStep("Filter to normal", () => carousel.Filter(new FilterCriteria { Sort = SortMode.Difficulty, SearchText = "Normal" }, false));
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AddAssert("Check first set at end", () => carousel.BeatmapSets.First() == sets.Last());
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AddAssert("Check last set at start", () => carousel.BeatmapSets.Last() == sets.First());
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AddStep("Filter to insane", () => carousel.Filter(new FilterCriteria { Sort = SortMode.Difficulty, SearchText = "Insane" }, false));
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AddAssert("Check first set at start", () => carousel.BeatmapSets.First() == sets.First());
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AddAssert("Check last set at end", () => carousel.BeatmapSets.Last() == sets.Last());
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}
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[Test]
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public void TestRemoveAll()
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{
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loadBeatmaps();
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setSelected(2, 1);
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AddAssert("Selection is non-null", () => currentSelection != null);
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AddStep("Remove selected", () => carousel.RemoveBeatmapSet(carousel.SelectedBeatmapSet));
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waitForSelection(2);
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AddStep("Remove first", () => carousel.RemoveBeatmapSet(carousel.BeatmapSets.First()));
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AddStep("Remove first", () => carousel.RemoveBeatmapSet(carousel.BeatmapSets.First()));
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waitForSelection(1);
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AddUntilStep("Remove all", () =>
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{
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if (!carousel.BeatmapSets.Any()) return true;
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carousel.RemoveBeatmapSet(carousel.BeatmapSets.Last());
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return false;
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});
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checkNoSelection();
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}
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[Test]
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public void TestEmptyTraversal()
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{
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loadBeatmaps(new List<BeatmapSetInfo>());
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advanceSelection(direction: 1, diff: false);
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checkNoSelection();
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advanceSelection(direction: 1, diff: true);
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checkNoSelection();
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advanceSelection(direction: -1, diff: false);
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checkNoSelection();
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advanceSelection(direction: -1, diff: true);
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checkNoSelection();
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}
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[Test]
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public void TestHiding()
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{
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BeatmapSetInfo hidingSet = null;
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List<BeatmapSetInfo> hiddenList = new List<BeatmapSetInfo>();
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AddStep("create hidden set", () =>
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{
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hidingSet = createTestBeatmapSet(1);
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hidingSet.Beatmaps[1].Hidden = true;
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hiddenList.Clear();
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hiddenList.Add(hidingSet);
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});
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loadBeatmaps(hiddenList);
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setSelected(1, 1);
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checkVisibleItemCount(true, 2);
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advanceSelection(true);
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waitForSelection(1, 3);
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setHidden(3);
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waitForSelection(1, 1);
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setHidden(2, false);
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advanceSelection(true);
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waitForSelection(1, 2);
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setHidden(1);
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waitForSelection(1, 2);
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setHidden(2);
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checkNoSelection();
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void setHidden(int diff, bool hidden = true)
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{
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AddStep((hidden ? "" : "un") + $"hide diff {diff}", () =>
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{
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hidingSet.Beatmaps[diff - 1].Hidden = hidden;
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carousel.UpdateBeatmapSet(hidingSet);
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});
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}
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}
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[Test]
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public void TestSelectingFilteredRuleset()
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{
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BeatmapSetInfo testMixed = null;
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createCarousel();
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AddStep("add mixed ruleset beatmapset", () =>
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{
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testMixed = createTestBeatmapSet(set_count + 1);
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for (int i = 0; i <= 2; i++)
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{
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testMixed.Beatmaps[i].Ruleset = rulesets.AvailableRulesets.ElementAt(i);
|
|
testMixed.Beatmaps[i].RulesetID = i;
|
|
}
|
|
|
|
carousel.UpdateBeatmapSet(testMixed);
|
|
});
|
|
AddStep("filter to ruleset 0", () =>
|
|
carousel.Filter(new FilterCriteria { Ruleset = rulesets.AvailableRulesets.ElementAt(0) }, false));
|
|
AddStep("select filtered map skipping filtered", () => carousel.SelectBeatmap(testMixed.Beatmaps[1], false));
|
|
AddAssert("unfiltered beatmap not selected", () => carousel.SelectedBeatmap.RulesetID == 0);
|
|
|
|
AddStep("remove mixed set", () =>
|
|
{
|
|
carousel.RemoveBeatmapSet(testMixed);
|
|
testMixed = null;
|
|
});
|
|
BeatmapSetInfo testSingle = null;
|
|
AddStep("add single ruleset beatmapset", () =>
|
|
{
|
|
testSingle = createTestBeatmapSet(set_count + 2);
|
|
testSingle.Beatmaps.ForEach(b =>
|
|
{
|
|
b.Ruleset = rulesets.AvailableRulesets.ElementAt(1);
|
|
b.RulesetID = b.Ruleset.ID ?? 1;
|
|
});
|
|
|
|
carousel.UpdateBeatmapSet(testSingle);
|
|
});
|
|
AddStep("select filtered map skipping filtered", () => carousel.SelectBeatmap(testSingle.Beatmaps[0], false));
|
|
checkNoSelection();
|
|
AddStep("remove single ruleset set", () => carousel.RemoveBeatmapSet(testSingle));
|
|
}
|
|
|
|
[Test]
|
|
public void TestCarouselRemembersSelection()
|
|
{
|
|
List<BeatmapSetInfo> manySets = new List<BeatmapSetInfo>();
|
|
|
|
for (int i = 1; i <= 50; i++)
|
|
manySets.Add(createTestBeatmapSet(i));
|
|
|
|
loadBeatmaps(manySets);
|
|
|
|
advanceSelection(direction: 1, diff: false);
|
|
|
|
for (int i = 0; i < 5; i++)
|
|
{
|
|
AddStep("Toggle non-matching filter", () =>
|
|
{
|
|
carousel.Filter(new FilterCriteria { SearchText = Guid.NewGuid().ToString() }, false);
|
|
});
|
|
|
|
AddStep("Restore no filter", () =>
|
|
{
|
|
carousel.Filter(new FilterCriteria(), false);
|
|
eagerSelectedIDs.Add(carousel.SelectedBeatmapSet.ID);
|
|
});
|
|
}
|
|
|
|
// always returns to same selection as long as it's available.
|
|
AddAssert("Selection was remembered", () => eagerSelectedIDs.Count == 1);
|
|
}
|
|
|
|
[Test]
|
|
public void TestRandomFallbackOnNonMatchingPrevious()
|
|
{
|
|
List<BeatmapSetInfo> manySets = new List<BeatmapSetInfo>();
|
|
|
|
AddStep("populate maps", () =>
|
|
{
|
|
for (int i = 0; i < 10; i++)
|
|
{
|
|
var set = createTestBeatmapSet(i);
|
|
|
|
foreach (var b in set.Beatmaps)
|
|
{
|
|
// all taiko except for first
|
|
int ruleset = i > 0 ? 1 : 0;
|
|
|
|
b.Ruleset = rulesets.GetRuleset(ruleset);
|
|
b.RulesetID = ruleset;
|
|
}
|
|
|
|
manySets.Add(set);
|
|
}
|
|
});
|
|
|
|
loadBeatmaps(manySets);
|
|
|
|
for (int i = 0; i < 10; i++)
|
|
{
|
|
AddStep("Reset filter", () => carousel.Filter(new FilterCriteria(), false));
|
|
|
|
AddStep("select first beatmap", () => carousel.SelectBeatmap(manySets.First().Beatmaps.First()));
|
|
|
|
AddStep("Toggle non-matching filter", () =>
|
|
{
|
|
carousel.Filter(new FilterCriteria { SearchText = Guid.NewGuid().ToString() }, false);
|
|
});
|
|
|
|
AddAssert("selection lost", () => carousel.SelectedBeatmap == null);
|
|
|
|
AddStep("Restore different ruleset filter", () =>
|
|
{
|
|
carousel.Filter(new FilterCriteria { Ruleset = rulesets.GetRuleset(1) }, false);
|
|
eagerSelectedIDs.Add(carousel.SelectedBeatmapSet.ID);
|
|
});
|
|
|
|
AddAssert("selection changed", () => carousel.SelectedBeatmap != manySets.First().Beatmaps.First());
|
|
}
|
|
|
|
AddAssert("Selection was random", () => eagerSelectedIDs.Count > 2);
|
|
}
|
|
|
|
[Test]
|
|
public void TestFilteringByUserStarDifficulty()
|
|
{
|
|
BeatmapSetInfo set = null;
|
|
|
|
loadBeatmaps(new List<BeatmapSetInfo>());
|
|
|
|
AddStep("add mixed difficulty set", () =>
|
|
{
|
|
set = createTestBeatmapSet(1);
|
|
set.Beatmaps.Clear();
|
|
|
|
for (int i = 1; i <= 15; i++)
|
|
{
|
|
set.Beatmaps.Add(new BeatmapInfo
|
|
{
|
|
Version = $"Stars: {i}",
|
|
StarDifficulty = i,
|
|
});
|
|
}
|
|
|
|
carousel.UpdateBeatmapSet(set);
|
|
});
|
|
|
|
AddStep("select added set", () => carousel.SelectBeatmap(set.Beatmaps[0], false));
|
|
|
|
AddStep("filter [5..]", () => carousel.Filter(new FilterCriteria { UserStarDifficulty = { Min = 5 } }));
|
|
AddUntilStep("Wait for debounce", () => !carousel.PendingFilterTask);
|
|
checkVisibleItemCount(true, 11);
|
|
|
|
AddStep("filter to [0..7]", () => carousel.Filter(new FilterCriteria { UserStarDifficulty = { Max = 7 } }));
|
|
AddUntilStep("Wait for debounce", () => !carousel.PendingFilterTask);
|
|
checkVisibleItemCount(true, 7);
|
|
|
|
AddStep("filter to [5..7]", () => carousel.Filter(new FilterCriteria { UserStarDifficulty = { Min = 5, Max = 7 } }));
|
|
AddUntilStep("Wait for debounce", () => !carousel.PendingFilterTask);
|
|
checkVisibleItemCount(true, 3);
|
|
|
|
AddStep("filter [2..2]", () => carousel.Filter(new FilterCriteria { UserStarDifficulty = { Min = 2, Max = 2 } }));
|
|
AddUntilStep("Wait for debounce", () => !carousel.PendingFilterTask);
|
|
checkVisibleItemCount(true, 1);
|
|
|
|
AddStep("filter to [0..]", () => carousel.Filter(new FilterCriteria { UserStarDifficulty = { Min = 0 } }));
|
|
AddUntilStep("Wait for debounce", () => !carousel.PendingFilterTask);
|
|
checkVisibleItemCount(true, 15);
|
|
}
|
|
|
|
private void loadBeatmaps(List<BeatmapSetInfo> beatmapSets = null, Func<FilterCriteria> initialCriteria = null, Action<BeatmapCarousel> carouselAdjust = null, int? count = null, bool randomDifficulties = false)
|
|
{
|
|
bool changed = false;
|
|
|
|
createCarousel(c =>
|
|
{
|
|
carouselAdjust?.Invoke(c);
|
|
|
|
if (beatmapSets == null)
|
|
{
|
|
beatmapSets = new List<BeatmapSetInfo>();
|
|
|
|
for (int i = 1; i <= (count ?? set_count); i++)
|
|
beatmapSets.Add(createTestBeatmapSet(i, randomDifficulties));
|
|
}
|
|
|
|
carousel.Filter(initialCriteria?.Invoke() ?? new FilterCriteria());
|
|
carousel.BeatmapSetsChanged = () => changed = true;
|
|
carousel.BeatmapSets = beatmapSets;
|
|
});
|
|
|
|
AddUntilStep("Wait for load", () => changed);
|
|
}
|
|
|
|
private void createCarousel(Action<BeatmapCarousel> carouselAdjust = null, Container target = null)
|
|
{
|
|
AddStep("Create carousel", () =>
|
|
{
|
|
selectedSets.Clear();
|
|
eagerSelectedIDs.Clear();
|
|
|
|
carousel = new TestBeatmapCarousel
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
};
|
|
|
|
carouselAdjust?.Invoke(carousel);
|
|
|
|
(target ?? this).Child = carousel;
|
|
});
|
|
}
|
|
|
|
private void ensureRandomFetchSuccess() =>
|
|
AddAssert("ensure prev random fetch worked", () => selectedSets.Peek() == carousel.SelectedBeatmapSet);
|
|
|
|
private void waitForSelection(int set, int? diff = null) =>
|
|
AddUntilStep($"selected is set{set}{(diff.HasValue ? $" diff{diff.Value}" : "")}", () =>
|
|
{
|
|
if (diff != null)
|
|
return carousel.SelectedBeatmap == carousel.BeatmapSets.Skip(set - 1).First().Beatmaps.Skip(diff.Value - 1).First();
|
|
|
|
return carousel.BeatmapSets.Skip(set - 1).First().Beatmaps.Contains(carousel.SelectedBeatmap);
|
|
});
|
|
|
|
private void setSelected(int set, int diff) =>
|
|
AddStep($"select set{set} diff{diff}", () =>
|
|
carousel.SelectBeatmap(carousel.BeatmapSets.Skip(set - 1).First().Beatmaps.Skip(diff - 1).First()));
|
|
|
|
private void advanceSelection(bool diff, int direction = 1, int count = 1)
|
|
{
|
|
if (count == 1)
|
|
{
|
|
AddStep($"select {(direction > 0 ? "next" : "prev")} {(diff ? "diff" : "set")}", () =>
|
|
carousel.SelectNext(direction, !diff));
|
|
}
|
|
else
|
|
{
|
|
AddRepeatStep($"select {(direction > 0 ? "next" : "prev")} {(diff ? "diff" : "set")}", () =>
|
|
carousel.SelectNext(direction, !diff), count);
|
|
}
|
|
}
|
|
|
|
private void checkVisibleItemCount(bool diff, int count)
|
|
{
|
|
// until step required as we are querying against alive items, which are loaded asynchronously inside DrawableCarouselBeatmapSet.
|
|
AddUntilStep($"{count} {(diff ? "diffs" : "sets")} visible", () =>
|
|
carousel.Items.Count(s => (diff ? s.Item is CarouselBeatmap : s.Item is CarouselBeatmapSet) && s.Item.Visible) == count);
|
|
}
|
|
|
|
private void checkNoSelection() => AddAssert("Selection is null", () => currentSelection == null);
|
|
|
|
private void nextRandom() =>
|
|
AddStep("select random next", () =>
|
|
{
|
|
carousel.RandomAlgorithm.Value = RandomSelectAlgorithm.RandomPermutation;
|
|
|
|
if (!selectedSets.Any() && carousel.SelectedBeatmap != null)
|
|
selectedSets.Push(carousel.SelectedBeatmapSet);
|
|
|
|
carousel.SelectNextRandom();
|
|
selectedSets.Push(carousel.SelectedBeatmapSet);
|
|
});
|
|
|
|
private void ensureRandomDidntRepeat() =>
|
|
AddAssert("ensure no repeats", () => selectedSets.Distinct().Count() == selectedSets.Count);
|
|
|
|
private void prevRandom() => AddStep("select random last", () =>
|
|
{
|
|
carousel.SelectPreviousRandom();
|
|
selectedSets.Pop();
|
|
});
|
|
|
|
private bool selectedBeatmapVisible()
|
|
{
|
|
var currentlySelected = carousel.Items.FirstOrDefault(s => s.Item is CarouselBeatmap && s.Item.State.Value == CarouselItemState.Selected);
|
|
if (currentlySelected == null)
|
|
return true;
|
|
|
|
return currentlySelected.Item.Visible;
|
|
}
|
|
|
|
private void checkInvisibleDifficultiesUnselectable()
|
|
{
|
|
nextRandom();
|
|
AddAssert("Selection is visible", selectedBeatmapVisible);
|
|
}
|
|
|
|
private BeatmapSetInfo createTestBeatmapSet(int id, bool randomDifficultyCount = false)
|
|
{
|
|
return new BeatmapSetInfo
|
|
{
|
|
ID = id,
|
|
OnlineBeatmapSetID = id,
|
|
Hash = new MemoryStream(Encoding.UTF8.GetBytes(Guid.NewGuid().ToString())).ComputeMD5Hash(),
|
|
Metadata = new BeatmapMetadata
|
|
{
|
|
// Create random metadata, then we can check if sorting works based on these
|
|
Artist = $"peppy{id.ToString().PadLeft(6, '0')}",
|
|
Title = $"test set #{id}!",
|
|
AuthorString = string.Concat(Enumerable.Repeat((char)('z' - Math.Min(25, id - 1)), 5))
|
|
},
|
|
Beatmaps = getBeatmaps(randomDifficultyCount ? RNG.Next(1, 20) : 3).ToList()
|
|
};
|
|
}
|
|
|
|
private IEnumerable<BeatmapInfo> getBeatmaps(int count)
|
|
{
|
|
int id = 0;
|
|
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
float diff = (float)i / count * 10;
|
|
|
|
string version = "Normal";
|
|
if (diff > 6.6)
|
|
version = "Insane";
|
|
else if (diff > 3.3)
|
|
version = "Hard";
|
|
|
|
yield return new BeatmapInfo
|
|
{
|
|
OnlineBeatmapID = id++ * 10,
|
|
Version = version,
|
|
StarDifficulty = diff,
|
|
BaseDifficulty = new BeatmapDifficulty
|
|
{
|
|
OverallDifficulty = diff,
|
|
}
|
|
};
|
|
}
|
|
}
|
|
|
|
private BeatmapSetInfo createTestBeatmapSetWithManyDifficulties(int id)
|
|
{
|
|
var toReturn = new BeatmapSetInfo
|
|
{
|
|
ID = id,
|
|
OnlineBeatmapSetID = id,
|
|
Hash = new MemoryStream(Encoding.UTF8.GetBytes(Guid.NewGuid().ToString())).ComputeMD5Hash(),
|
|
Metadata = new BeatmapMetadata
|
|
{
|
|
// Create random metadata, then we can check if sorting works based on these
|
|
Artist = $"peppy{id.ToString().PadLeft(6, '0')}",
|
|
Title = $"test set #{id}!",
|
|
AuthorString = string.Concat(Enumerable.Repeat((char)('z' - Math.Min(25, id - 1)), 5))
|
|
},
|
|
Beatmaps = new List<BeatmapInfo>(),
|
|
};
|
|
|
|
for (int b = 1; b < 101; b++)
|
|
{
|
|
toReturn.Beatmaps.Add(new BeatmapInfo
|
|
{
|
|
OnlineBeatmapID = b * 10,
|
|
Path = $"extra{b}.osu",
|
|
Version = $"Extra {b}",
|
|
Ruleset = rulesets.GetRuleset((b - 1) % 4),
|
|
StarDifficulty = 2,
|
|
BaseDifficulty = new BeatmapDifficulty
|
|
{
|
|
OverallDifficulty = 3.5f,
|
|
}
|
|
});
|
|
}
|
|
|
|
return toReturn;
|
|
}
|
|
|
|
private class TestBeatmapCarousel : BeatmapCarousel
|
|
{
|
|
public bool PendingFilterTask => PendingFilter != null;
|
|
|
|
public IEnumerable<DrawableCarouselItem> Items
|
|
{
|
|
get
|
|
{
|
|
foreach (var item in Scroll.Children)
|
|
{
|
|
yield return item;
|
|
|
|
if (item is DrawableCarouselBeatmapSet set)
|
|
{
|
|
foreach (var difficulty in set.DrawableBeatmaps)
|
|
yield return difficulty;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
protected override IEnumerable<BeatmapSetInfo> GetLoadableBeatmaps() => Enumerable.Empty<BeatmapSetInfo>();
|
|
}
|
|
}
|
|
}
|