osu/osu.Game/Tests/Visual/OsuTestScene.cs

526 lines
20 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.IO.Stores;
using osu.Framework.Platform;
using osu.Framework.Testing;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Overlays;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Storyboards;
using osu.Game.Tests.Beatmaps;
using osu.Game.Tests.Rulesets;
namespace osu.Game.Tests.Visual
{
[ExcludeFromDynamicCompile]
public abstract class OsuTestScene : TestScene
{
[Cached]
protected Bindable<WorkingBeatmap> Beatmap { get; } = new Bindable<WorkingBeatmap>();
[Cached]
protected Bindable<RulesetInfo> Ruleset { get; } = new Bindable<RulesetInfo>();
[Cached]
protected Bindable<IReadOnlyList<Mod>> SelectedMods { get; } = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
protected new DependencyContainer Dependencies { get; private set; }
protected IResourceStore<byte[]> Resources;
protected IAPIProvider API
{
get
{
if (UseOnlineAPI)
throw new InvalidOperationException($"Using the {nameof(OsuTestScene)} dummy API is not supported when {nameof(UseOnlineAPI)} is true");
return dummyAPI;
}
}
private DummyAPIAccess dummyAPI;
/// <summary>
/// Whether this test scene requires real-world API access.
/// If true, this will bypass the local <see cref="DummyAPIAccess"/> and use the <see cref="OsuGameBase"/> provided one.
/// </summary>
protected virtual bool UseOnlineAPI => false;
/// <summary>
/// A database context factory to be used by test runs. Can be isolated and reset by setting <see cref="UseFreshStoragePerRun"/> to <c>true</c>.
/// </summary>
/// <remarks>
/// In interactive runs (ie. VisualTests) this will use the user's database if <see cref="UseFreshStoragePerRun"/> is not set to <c>true</c>.
/// </remarks>
protected RealmAccess Realm => realm.Value;
private Lazy<RealmAccess> realm;
/// <summary>
/// Whether a fresh storage should be initialised per test (method) run.
/// </summary>
/// <remarks>
/// By default (ie. if not set to <c>true</c>):
/// - in interactive runs, the user's storage will be used
/// - in headless runs, a shared temporary storage will be used per test class.
/// </remarks>
protected virtual bool UseFreshStoragePerRun => false;
/// <summary>
/// A storage to be used by test runs. Can be isolated by setting <see cref="UseFreshStoragePerRun"/> to <c>true</c>.
/// </summary>
/// <remarks>
/// In interactive runs (ie. VisualTests) this will use the user's storage if <see cref="UseFreshStoragePerRun"/> is not set to <c>true</c>.
/// </remarks>
protected Storage LocalStorage => localStorage.Value;
/// <summary>
/// A cache for ruleset configurations to be used in this test scene.
/// </summary>
/// <remarks>
/// This <see cref="IRulesetConfigCache"/> instance is provided to the children of this test scene via DI.
/// It is only exposed so that test scenes themselves can access the ruleset config cache in a safe manner
/// (<see cref="OsuTestScene"/>s cannot use DI themselves, as they will end up accessing the real cached instance from <see cref="OsuGameBase"/>).
/// </remarks>
protected IRulesetConfigCache RulesetConfigs { get; private set; }
private Lazy<Storage> localStorage;
private Storage headlessHostStorage;
private DrawableRulesetDependencies rulesetDependencies;
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
{
var host = parent.Get<GameHost>();
headlessHostStorage = (host as HeadlessGameHost)?.Storage;
Resources = parent.Get<OsuGameBase>().Resources;
realm = new Lazy<RealmAccess>(() => new RealmAccess(LocalStorage, OsuGameBase.CLIENT_DATABASE_FILENAME, host.UpdateThread));
RecycleLocalStorage(false);
var baseDependencies = base.CreateChildDependencies(parent);
// to isolate ruleset configs in tests from the actual database and avoid state pollution problems,
// as well as problems due to the implementation details of the "real" implementation (the configs only being available at `LoadComplete()`),
// cache a test implementation of the ruleset config cache over the "real" one.
var isolatedBaseDependencies = new DependencyContainer(baseDependencies);
isolatedBaseDependencies.CacheAs(RulesetConfigs = new TestRulesetConfigCache());
baseDependencies = isolatedBaseDependencies;
var providedRuleset = CreateRuleset();
if (providedRuleset != null)
isolatedBaseDependencies = rulesetDependencies = new DrawableRulesetDependencies(providedRuleset, baseDependencies);
Dependencies = isolatedBaseDependencies;
Beatmap.Default = parent.Get<Bindable<WorkingBeatmap>>().Default;
Beatmap.SetDefault();
Ruleset.Value = CreateRuleset()?.RulesetInfo ?? parent.Get<RulesetStore>().AvailableRulesets.First();
SelectedMods.SetDefault();
if (!UseOnlineAPI)
{
dummyAPI = new DummyAPIAccess();
Dependencies.CacheAs<IAPIProvider>(dummyAPI);
base.Content.Add(dummyAPI);
}
return Dependencies;
}
protected override void LoadComplete()
{
base.LoadComplete();
var parentBeatmap = Parent.Dependencies.Get<Bindable<WorkingBeatmap>>();
parentBeatmap.Value = Beatmap.Value;
Beatmap.BindTo(parentBeatmap);
var parentRuleset = Parent.Dependencies.Get<Bindable<RulesetInfo>>();
parentRuleset.Value = Ruleset.Value;
Ruleset.BindTo(parentRuleset);
var parentMods = Parent.Dependencies.Get<Bindable<IReadOnlyList<Mod>>>();
parentMods.Value = SelectedMods.Value;
SelectedMods.BindTo(parentMods);
}
protected override Container<Drawable> Content => content ?? base.Content;
private readonly Container content;
protected OsuTestScene()
{
base.Content.Add(content = new DrawSizePreservingFillContainer());
}
public virtual void RecycleLocalStorage(bool isDisposing)
{
if (localStorage?.IsValueCreated == true)
{
try
{
localStorage.Value.DeleteDirectory(".");
}
catch
{
// we don't really care if this fails; it will just leave folders lying around from test runs.
}
}
localStorage = new Lazy<Storage>(() =>
{
// When running headless, there is an opportunity to use the host storage rather than creating a second isolated one.
// This is because the host is recycled per TestScene execution in headless at an nunit level.
// Importantly, we can't use this optimisation when `UseFreshStoragePerRun` is true, as it doesn't reset per test method.
if (!UseFreshStoragePerRun && headlessHostStorage != null)
return headlessHostStorage;
return new TemporaryNativeStorage($"{GetType().Name}-{Guid.NewGuid()}");
});
}
[Resolved]
protected AudioManager Audio { get; private set; }
[Resolved]
protected MusicController MusicController { get; private set; }
/// <summary>
/// Creates the ruleset to be used for this test scene.
/// </summary>
/// <remarks>
/// When testing against ruleset-specific components, this method must be overriden to their corresponding ruleset.
/// </remarks>
[CanBeNull]
protected virtual Ruleset CreateRuleset() => null;
protected virtual IBeatmap CreateBeatmap(RulesetInfo ruleset) => new TestBeatmap(ruleset);
/// <summary>
/// Returns a sample API beatmap with a populated beatmap set.
/// </summary>
/// <param name="ruleset">The ruleset to create the sample model using. osu! ruleset will be used if not specified.</param>
protected APIBeatmap CreateAPIBeatmap(RulesetInfo ruleset = null) => CreateAPIBeatmap(CreateBeatmap(ruleset ?? Ruleset.Value).BeatmapInfo);
/// <summary>
/// Constructs a sample API beatmap set containing a beatmap.
/// </summary>
/// <param name="ruleset">The ruleset to create the sample model using. osu! ruleset will be used if not specified.</param>
protected APIBeatmapSet CreateAPIBeatmapSet(RulesetInfo ruleset = null) => CreateAPIBeatmapSet(CreateBeatmap(ruleset ?? Ruleset.Value).BeatmapInfo);
/// <summary>
/// Constructs a sample API beatmap with a populated beatmap set from a given source beatmap.
/// </summary>
/// <param name="original">The source beatmap.</param>
public static APIBeatmap CreateAPIBeatmap(IBeatmapInfo original)
{
var beatmapSet = CreateAPIBeatmapSet(original);
// Avoid circular reference.
var beatmap = beatmapSet.Beatmaps.First();
beatmapSet.Beatmaps = Array.Empty<APIBeatmap>();
// Populate the set as that's generally what we expect from the API.
beatmap.BeatmapSet = beatmapSet;
return beatmap;
}
/// <summary>
/// Constructs a sample API beatmap set containing a beatmap from a given source beatmap.
/// </summary>
/// <param name="original">The source beatmap.</param>
public static APIBeatmapSet CreateAPIBeatmapSet(IBeatmapInfo original)
{
Debug.Assert(original.BeatmapSet != null);
return new APIBeatmapSet
{
OnlineID = original.BeatmapSet.OnlineID,
Status = BeatmapOnlineStatus.Ranked,
Covers = new BeatmapSetOnlineCovers
{
Cover = "https://assets.ppy.sh/beatmaps/163112/covers/cover.jpg",
Card = "https://assets.ppy.sh/beatmaps/163112/covers/card.jpg",
List = "https://assets.ppy.sh/beatmaps/163112/covers/list.jpg"
},
Title = original.Metadata.Title,
TitleUnicode = original.Metadata.TitleUnicode,
Artist = original.Metadata.Artist,
ArtistUnicode = original.Metadata.ArtistUnicode,
Author = new APIUser
{
Username = original.Metadata.Author.Username,
Id = original.Metadata.Author.OnlineID
},
Source = original.Metadata.Source,
Tags = original.Metadata.Tags,
Beatmaps = new[]
{
new APIBeatmap
{
OnlineID = original.OnlineID,
OnlineBeatmapSetID = original.BeatmapSet.OnlineID,
Status = ((BeatmapInfo)original).Status,
Checksum = original.MD5Hash,
AuthorID = original.Metadata.Author.OnlineID,
RulesetID = original.Ruleset.OnlineID,
StarRating = original.StarRating,
DifficultyName = original.DifficultyName,
}
}
};
}
protected WorkingBeatmap CreateWorkingBeatmap(RulesetInfo ruleset) =>
CreateWorkingBeatmap(CreateBeatmap(ruleset));
protected virtual WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null) =>
new ClockBackedTestWorkingBeatmap(beatmap, storyboard, Clock, Audio);
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
rulesetDependencies?.Dispose();
if (MusicController?.TrackLoaded == true)
MusicController.Stop();
RecycleLocalStorage(true);
}
protected override ITestSceneTestRunner CreateRunner() => new OsuTestSceneTestRunner();
public class ClockBackedTestWorkingBeatmap : TestWorkingBeatmap
{
private readonly Track track;
private readonly TrackVirtualStore store;
/// <summary>
/// Create an instance which creates a <see cref="TestBeatmap"/> for the provided ruleset when requested.
/// </summary>
/// <param name="ruleset">The target ruleset.</param>
/// <param name="referenceClock">A clock which should be used instead of a stopwatch for virtual time progression.</param>
/// <param name="audio">Audio manager. Required if a reference clock isn't provided.</param>
public ClockBackedTestWorkingBeatmap(RulesetInfo ruleset, IFrameBasedClock referenceClock, AudioManager audio)
: this(new TestBeatmap(ruleset), null, referenceClock, audio)
{
}
/// <summary>
/// Create an instance which provides the <see cref="IBeatmap"/> when requested.
/// </summary>
/// <param name="beatmap">The beatmap</param>
/// <param name="storyboard">The storyboard.</param>
/// <param name="referenceClock">An optional clock which should be used instead of a stopwatch for virtual time progression.</param>
/// <param name="audio">Audio manager. Required if a reference clock isn't provided.</param>
public ClockBackedTestWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard, IFrameBasedClock referenceClock, AudioManager audio)
: base(beatmap, storyboard, audio)
{
double trackLength = 60000;
if (beatmap.HitObjects.Count > 0)
// add buffer after last hitobject to allow for final replay frames etc.
trackLength = Math.Max(trackLength, beatmap.HitObjects.Max(h => h.GetEndTime()) + 2000);
if (referenceClock != null)
{
store = new TrackVirtualStore(referenceClock);
audio.AddItem(store);
track = store.GetVirtual(trackLength);
}
else
track = audio?.Tracks.GetVirtual(trackLength);
// We are guaranteed to have a virtual track.
// To ease testability, ensure the track is available from point of construction.
// (Usually this would be done by MusicController for us).
LoadTrack();
}
~ClockBackedTestWorkingBeatmap()
{
// Remove the track store from the audio manager
store?.Dispose();
}
protected override Track GetBeatmapTrack() => track;
public override bool TryTransferTrack(WorkingBeatmap target)
{
// Our track comes from a local track store that's disposed on finalizer,
// therefore it's unsafe to transfer it to another working beatmap.
return false;
}
public class TrackVirtualStore : AudioCollectionManager<Track>, ITrackStore
{
private readonly IFrameBasedClock referenceClock;
public TrackVirtualStore(IFrameBasedClock referenceClock)
{
this.referenceClock = referenceClock;
}
public Track Get(string name) => throw new NotImplementedException();
public Task<Track> GetAsync(string name, CancellationToken cancellationToken = default) => throw new NotImplementedException();
public Stream GetStream(string name) => throw new NotImplementedException();
public IEnumerable<string> GetAvailableResources() => throw new NotImplementedException();
public Track GetVirtual(double length = double.PositiveInfinity)
{
var track = new TrackVirtualManual(referenceClock) { Length = length };
AddItem(track);
return track;
}
}
/// <summary>
/// A virtual track which tracks a reference clock.
/// </summary>
public class TrackVirtualManual : Track
{
private readonly IFrameBasedClock referenceClock;
private bool running;
public TrackVirtualManual(IFrameBasedClock referenceClock)
{
this.referenceClock = referenceClock;
Length = double.PositiveInfinity;
}
public override bool Seek(double seek)
{
accumulated = Math.Clamp(seek, 0, Length);
lastReferenceTime = null;
return accumulated == seek;
}
public override Task<bool> SeekAsync(double seek) => Task.FromResult(Seek(seek));
public override void Start()
{
running = true;
}
public override Task StartAsync()
{
Start();
return Task.CompletedTask;
}
public override void Reset()
{
Seek(0);
base.Reset();
}
public override void Stop()
{
if (running)
{
running = false;
lastReferenceTime = null;
}
}
public override Task StopAsync()
{
Stop();
return Task.CompletedTask;
}
public override bool IsRunning => running;
private double? lastReferenceTime;
private double accumulated;
public override double CurrentTime => Math.Min(accumulated, Length);
protected override void UpdateState()
{
base.UpdateState();
if (running)
{
double refTime = referenceClock.CurrentTime;
double? lastRefTime = lastReferenceTime;
if (lastRefTime != null)
accumulated += (refTime - lastRefTime.Value) * Rate;
lastReferenceTime = refTime;
}
if (CurrentTime >= Length)
{
Stop();
// `RaiseCompleted` is not called here to prevent transitioning to the next song.
}
}
}
}
public class OsuTestSceneTestRunner : OsuGameBase, ITestSceneTestRunner
{
private TestSceneTestRunner.TestRunner runner;
protected override void LoadAsyncComplete()
{
// this has to be run here rather than LoadComplete because
// TestScene.cs is checking the IsLoaded state (on another thread) and expects
// the runner to be loaded at that point.
Add(runner = new TestSceneTestRunner.TestRunner());
}
protected override void InitialiseFonts()
{
// skip fonts load as it's not required for testing purposes.
}
public void RunTestBlocking(TestScene test) => runner.RunTestBlocking(test);
}
}
}