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https://github.com/ppy/osu
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6549ca5304
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197 lines
7.3 KiB
C#
197 lines
7.3 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.Linq;
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using System.Threading;
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using osu.Framework.Allocation;
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using osu.Framework.Platform;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Overlays;
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using osu.Game.Rulesets;
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using osu.Game.Tests.Visual;
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using osu.Game.Tournament.IO;
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using osu.Game.Tournament.IPC;
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using osu.Game.Tournament.Models;
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namespace osu.Game.Tournament.Tests
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{
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public abstract partial class TournamentTestScene : OsuManualInputManagerTestScene
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{
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[Cached(typeof(IDialogOverlay))]
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protected readonly DialogOverlay DialogOverlay = new DialogOverlay { Depth = float.MinValue };
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[Cached]
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protected LadderInfo Ladder { get; private set; } = new LadderInfo();
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[Cached]
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protected MatchIPCInfo IPCInfo { get; private set; } = new MatchIPCInfo();
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[Resolved]
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private RulesetStore rulesetStore { get; set; } = null!;
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private TournamentMatch match = null!;
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[BackgroundDependencyLoader]
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private void load(TournamentStorage storage)
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{
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Ladder.Ruleset.Value ??= rulesetStore.AvailableRulesets.First();
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match = CreateSampleMatch();
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Ladder.Rounds.Add(match.Round.Value!);
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Ladder.Matches.Add(match);
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Ladder.Teams.Add(match.Team1.Value!);
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Ladder.Teams.Add(match.Team2.Value!);
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Ruleset.BindTo(Ladder.Ruleset);
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Dependencies.CacheAs(new StableInfo(storage));
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Add(DialogOverlay);
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}
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[SetUpSteps]
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public virtual void SetUpSteps()
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{
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AddStep("set current match", () => Ladder.CurrentMatch.Value = match);
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}
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public static TournamentMatch CreateSampleMatch() => new TournamentMatch
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{
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Team1 =
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{
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Value = new TournamentTeam
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{
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Acronym = { Value = "JPN" },
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FlagName = { Value = "JP" },
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FullName = { Value = "Japan" },
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LastYearPlacing = { Value = 10 },
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Seed = { Value = "Low" },
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SeedingResults =
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{
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new SeedingResult
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{
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Mod = { Value = "NM" },
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Seed = { Value = 10 },
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Beatmaps =
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{
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new SeedingBeatmap
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{
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Beatmap = CreateSampleBeatmap(),
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Score = 12345672,
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Seed = { Value = 24 },
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},
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new SeedingBeatmap
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{
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Beatmap = CreateSampleBeatmap(),
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Score = 1234567,
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Seed = { Value = 12 },
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},
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new SeedingBeatmap
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{
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Beatmap = CreateSampleBeatmap(),
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Score = 1234567,
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Seed = { Value = 16 },
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}
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}
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},
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new SeedingResult
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{
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Mod = { Value = "DT" },
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Seed = { Value = 5 },
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Beatmaps =
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{
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new SeedingBeatmap
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{
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Beatmap = CreateSampleBeatmap(),
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Score = 234567,
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Seed = { Value = 3 },
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},
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new SeedingBeatmap
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{
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Beatmap = CreateSampleBeatmap(),
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Score = 234567,
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Seed = { Value = 6 },
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},
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new SeedingBeatmap
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{
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Beatmap = CreateSampleBeatmap(),
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Score = 234567,
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Seed = { Value = 12 },
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}
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}
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}
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},
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Players =
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{
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new TournamentUser { Username = "Hello", Rank = 12 },
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new TournamentUser { Username = "Hello", Rank = 16 },
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new TournamentUser { Username = "Hello", Rank = 20 },
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new TournamentUser { Username = "Hello", Rank = 24 },
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new TournamentUser { Username = "Hello", Rank = 30 },
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}
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}
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},
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Team2 =
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{
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Value = new TournamentTeam
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{
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Acronym = { Value = "USA" },
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FlagName = { Value = "US" },
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FullName = { Value = "United States" },
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Players =
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{
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new TournamentUser { Username = "Hello" },
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new TournamentUser { Username = "Hello" },
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new TournamentUser { Username = "Hello" },
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new TournamentUser { Username = "Hello" },
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new TournamentUser { Username = "Hello" },
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}
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}
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},
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Round =
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{
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Value = new TournamentRound { Name = { Value = "Quarterfinals" } },
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}
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};
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public static TournamentBeatmap CreateSampleBeatmap() =>
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new TournamentBeatmap
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{
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Metadata = new BeatmapMetadata
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{
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Title = "Test Title",
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Artist = "Test Artist",
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},
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OnlineID = RNG.Next(0, 1000000),
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};
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protected override ITestSceneTestRunner CreateRunner() => new TournamentTestSceneTestRunner();
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public partial class TournamentTestSceneTestRunner : TournamentGameBase, ITestSceneTestRunner
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{
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private TestSceneTestRunner.TestRunner runner = null!;
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protected override void LoadAsyncComplete()
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{
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BracketLoadTask.ContinueWith(_ => Schedule(() =>
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{
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// this has to be run here rather than LoadComplete because
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// TestScene.cs is checking the IsLoaded state (on another thread) and expects
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// the runner to be loaded at that point.
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Add(runner = new TestSceneTestRunner.TestRunner());
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}));
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}
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public void RunTestBlocking(TestScene test)
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{
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while (runner?.IsLoaded != true && Host.ExecutionState == ExecutionState.Running)
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Thread.Sleep(10);
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runner?.RunTestBlocking(test);
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}
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}
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}
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}
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