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