mirror of https://github.com/ppy/osu
223 lines
10 KiB
C#
223 lines
10 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.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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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.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Backgrounds;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Components.Timelines.Summary;
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using osu.Game.Screens.Edit.GameplayTest;
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using osu.Game.Screens.Play;
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using osu.Game.Storyboards;
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using osu.Game.Tests.Beatmaps.IO;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Editing
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{
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public partial class TestSceneEditorTestGameplay : EditorTestScene
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{
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protected override bool IsolateSavingFromDatabase => false;
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protected override Ruleset CreateEditorRuleset() => new OsuRuleset();
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[Resolved]
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private OsuGameBase game { get; set; }
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[Resolved]
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private BeatmapManager beatmaps { get; set; }
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private BeatmapSetInfo importedBeatmapSet;
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private Bindable<float> editorDim;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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editorDim = config.GetBindable<float>(OsuSetting.EditorDim);
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}
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public override void SetUpSteps()
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{
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AddStep("import test beatmap", () => importedBeatmapSet = BeatmapImportHelper.LoadOszIntoOsu(game).GetResultSafely());
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base.SetUpSteps();
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}
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
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=> beatmaps.GetWorkingBeatmap(importedBeatmapSet.Beatmaps.First(b => b.Ruleset.OnlineID == 0));
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protected override void LoadEditor()
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{
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SelectedMods.Value = new[] { new ModCinema() };
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base.LoadEditor();
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}
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[Test]
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public void TestBasicGameplayTest()
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{
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AddStep("click test gameplay button", () =>
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{
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var button = Editor.ChildrenOfType<TestGameplayButton>().Single();
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InputManager.MoveMouseTo(button);
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InputManager.Click(MouseButton.Left);
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});
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EditorPlayer editorPlayer = null;
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AddUntilStep("player pushed", () => (editorPlayer = Stack.CurrentScreen as EditorPlayer) != null);
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AddStep("exit player", () => editorPlayer.Exit());
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AddUntilStep("current screen is editor", () => Stack.CurrentScreen is Editor);
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AddUntilStep("background has correct params", () =>
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{
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// the test gameplay player's beatmap may be the "same" beatmap as the one being edited, *but* the `BeatmapInfo` references may differ
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// due to the beatmap refetch logic ran on editor suspend.
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// this test cares about checking the background belonging to the editor specifically, so check that using reference equality
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// (as `.Equals()` cannot discern between the two, as they technically share the same database GUID).
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var background = this.ChildrenOfType<BackgroundScreenBeatmap>().Single(b => ReferenceEquals(b.Beatmap.BeatmapInfo, EditorBeatmap.BeatmapInfo));
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return background.DimWhenUserSettingsIgnored.Value == editorDim.Value && background.BlurAmount.Value == 0;
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});
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AddAssert("no mods selected", () => SelectedMods.Value.Count == 0);
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}
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[Test]
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public void TestGameplayTestWhenTrackRunning()
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{
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AddStep("start track", () => EditorClock.Start());
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AddAssert("sample playback enabled", () => !Editor.SamplePlaybackDisabled.Value);
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AddStep("click test gameplay button", () =>
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{
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var button = Editor.ChildrenOfType<TestGameplayButton>().Single();
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InputManager.MoveMouseTo(button);
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InputManager.Click(MouseButton.Left);
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});
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EditorPlayer editorPlayer = null;
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AddUntilStep("player pushed", () => (editorPlayer = Stack.CurrentScreen as EditorPlayer) != null);
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AddAssert("editor track stopped", () => !EditorClock.IsRunning);
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AddAssert("sample playback disabled", () => Editor.SamplePlaybackDisabled.Value);
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AddStep("exit player", () => editorPlayer.Exit());
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AddUntilStep("current screen is editor", () => Stack.CurrentScreen is Editor);
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AddUntilStep("background has correct params", () =>
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{
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// the test gameplay player's beatmap may be the "same" beatmap as the one being edited, *but* the `BeatmapInfo` references may differ
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// due to the beatmap refetch logic ran on editor suspend.
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// this test cares about checking the background belonging to the editor specifically, so check that using reference equality
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// (as `.Equals()` cannot discern between the two, as they technically share the same database GUID).
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var background = this.ChildrenOfType<BackgroundScreenBeatmap>().Single(b => ReferenceEquals(b.Beatmap.BeatmapInfo, EditorBeatmap.BeatmapInfo));
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return background.DimWhenUserSettingsIgnored.Value == editorDim.Value && background.BlurAmount.Value == 0;
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});
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AddStep("start track", () => EditorClock.Start());
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AddAssert("sample playback re-enabled", () => !Editor.SamplePlaybackDisabled.Value);
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}
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[Test]
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public void TestCancelGameplayTestWithUnsavedChanges()
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{
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AddStep("delete all but first object", () => EditorBeatmap.RemoveRange(EditorBeatmap.HitObjects.Skip(1).ToList()));
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AddStep("click test gameplay button", () =>
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{
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var button = Editor.ChildrenOfType<TestGameplayButton>().Single();
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InputManager.MoveMouseTo(button);
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InputManager.Click(MouseButton.Left);
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});
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AddUntilStep("save prompt shown", () => DialogOverlay.CurrentDialog is SaveBeforeGameplayTestDialog);
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AddStep("dismiss prompt", () =>
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{
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var button = DialogOverlay.CurrentDialog.Buttons.Last();
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InputManager.MoveMouseTo(button);
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InputManager.Click(MouseButton.Left);
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});
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AddWaitStep("wait some", 3);
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AddAssert("stayed in editor", () => Stack.CurrentScreen is Editor);
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}
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[Test]
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public void TestSaveChangesBeforeGameplayTest()
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{
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AddStep("delete all but first object", () => EditorBeatmap.RemoveRange(EditorBeatmap.HitObjects.Skip(1).ToList()));
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// bit of a hack to ensure this test can be ran multiple times without running into UNIQUE constraint failures
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AddStep("set unique difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = Guid.NewGuid().ToString());
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AddStep("click test gameplay button", () =>
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{
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var button = Editor.ChildrenOfType<TestGameplayButton>().Single();
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InputManager.MoveMouseTo(button);
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InputManager.Click(MouseButton.Left);
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});
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AddUntilStep("save prompt shown", () => DialogOverlay.CurrentDialog is SaveBeforeGameplayTestDialog);
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AddStep("save changes", () => DialogOverlay.CurrentDialog.PerformOkAction());
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EditorPlayer editorPlayer = null;
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AddUntilStep("player pushed", () => (editorPlayer = Stack.CurrentScreen as EditorPlayer) != null);
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AddAssert("beatmap has 1 object", () => editorPlayer.Beatmap.Value.Beatmap.HitObjects.Count == 1);
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AddUntilStep("wait for return to editor", () => Stack.CurrentScreen is Editor);
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AddAssert("track stopped", () => !Beatmap.Value.Track.IsRunning);
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}
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[Test]
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public void TestClockTimeTransferIsOneDirectional()
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{
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AddStep("seek to 00:01:00", () => EditorClock.Seek(60_000));
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AddStep("click test gameplay button", () =>
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{
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var button = Editor.ChildrenOfType<TestGameplayButton>().Single();
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InputManager.MoveMouseTo(button);
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InputManager.Click(MouseButton.Left);
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});
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EditorPlayer editorPlayer = null;
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AddUntilStep("player pushed", () => (editorPlayer = Stack.CurrentScreen as EditorPlayer) != null);
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GameplayClockContainer gameplayClockContainer = null;
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AddStep("fetch gameplay clock", () => gameplayClockContainer = editorPlayer.ChildrenOfType<GameplayClockContainer>().First());
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AddUntilStep("gameplay clock running", () => gameplayClockContainer.IsRunning);
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// when the gameplay test is entered, the clock is expected to continue from where it was in the main editor...
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AddAssert("gameplay time past 00:01:00", () => gameplayClockContainer.CurrentTime >= 60_000);
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AddWaitStep("wait some", 5);
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AddStep("exit player", () => editorPlayer.Exit());
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AddUntilStep("current screen is editor", () => Stack.CurrentScreen is Editor);
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// but when exiting from gameplay test back to editor, the expectation is that the editor time should revert to what it was at the point of initiating the gameplay test.
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AddAssert("time reverted to 00:01:00", () => EditorClock.CurrentTime, () => Is.EqualTo(60_000));
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}
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public override void TearDownSteps()
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{
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base.TearDownSteps();
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AddStep("delete imported", () => Realm.Write(r =>
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{
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// delete from realm directly rather than via `BeatmapManager` to avoid cross-test pollution
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// (`BeatmapManager.Delete()` uses soft deletion, which can lead to beatmap reuse between test cases).
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r.RemoveAll<BeatmapMetadata>();
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r.RemoveAll<BeatmapInfo>();
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r.RemoveAll<BeatmapSetInfo>();
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}));
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}
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}
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}
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