mirror of https://github.com/ppy/osu
385 lines
14 KiB
C#
385 lines
14 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.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using NUnit.Framework;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Online.API;
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using osu.Game.Online.Rooms;
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using osu.Game.Online.Solo;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mania;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko;
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using osu.Game.Scoring;
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using osu.Game.Screens.Ranking;
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using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestScenePlayerScoreSubmission : PlayerTestScene
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{
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protected override bool AllowFail => allowFail;
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private bool allowFail;
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private Func<RulesetInfo, IBeatmap> createCustomBeatmap;
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private Func<Ruleset> createCustomRuleset;
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private DummyAPIAccess dummyAPI => (DummyAPIAccess)API;
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protected override bool HasCustomSteps => true;
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new FakeImportingPlayer(false);
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protected new FakeImportingPlayer Player => (FakeImportingPlayer)base.Player;
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protected override Ruleset CreatePlayerRuleset() => createCustomRuleset?.Invoke() ?? new OsuRuleset();
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => createCustomBeatmap?.Invoke(ruleset) ?? createTestBeatmap(ruleset);
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private IBeatmap createTestBeatmap(RulesetInfo ruleset)
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{
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var beatmap = (TestBeatmap)base.CreateBeatmap(ruleset);
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beatmap.HitObjects = beatmap.HitObjects.Take(10).ToList();
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return beatmap;
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}
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[Test]
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public void TestNoSubmissionOnResultsWithNoToken()
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{
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prepareTestAPI(false);
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createPlayerTest();
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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addFakeHit();
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AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
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AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen);
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AddAssert("ensure no submission", () => Player.SubmittedScore == null);
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}
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[Test]
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public void TestSubmissionOnResults()
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{
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prepareTestAPI(true);
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createPlayerTest();
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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addFakeHit();
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AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
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AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen);
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AddAssert("ensure passing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == true);
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}
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[Test]
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public void TestSubmissionForDifferentRuleset()
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{
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prepareTestAPI(true);
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createPlayerTest(createRuleset: () => new TaikoRuleset());
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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addFakeHit();
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AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
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AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen);
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AddAssert("ensure passing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == true);
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AddAssert("submitted score has correct ruleset ID", () => Player.SubmittedScore?.ScoreInfo.Ruleset.ShortName == new TaikoRuleset().RulesetInfo.ShortName);
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}
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[Test]
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public void TestSubmissionForConvertedBeatmap()
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{
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prepareTestAPI(true);
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createPlayerTest(createRuleset: () => new ManiaRuleset(), createBeatmap: _ => createTestBeatmap(new OsuRuleset().RulesetInfo));
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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addFakeHit();
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AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
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AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen);
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AddAssert("ensure passing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == true);
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AddAssert("submitted score has correct ruleset ID", () => Player.SubmittedScore?.ScoreInfo.Ruleset.ShortName == new ManiaRuleset().RulesetInfo.ShortName);
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}
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[Test]
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public void TestNoSubmissionOnExitWithNoToken()
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{
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prepareTestAPI(false);
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createPlayerTest();
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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addFakeHit();
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AddStep("exit", () => Player.Exit());
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AddAssert("ensure no submission", () => Player.SubmittedScore == null);
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}
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[Test]
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public void TestNoSubmissionOnEmptyFail()
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{
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prepareTestAPI(true);
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createPlayerTest(true);
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddStep("exit", () => Player.Exit());
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AddAssert("ensure no submission", () => Player.SubmittedScore == null);
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}
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[Test]
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public void TestSubmissionOnFail()
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{
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prepareTestAPI(true);
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createPlayerTest(true);
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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addFakeHit();
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddStep("exit", () => Player.Exit());
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AddAssert("ensure failing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == false);
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}
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[Test]
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public void TestNoSubmissionOnEmptyExit()
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{
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prepareTestAPI(true);
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createPlayerTest();
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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AddStep("exit", () => Player.Exit());
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AddAssert("ensure no submission", () => Player.SubmittedScore == null);
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}
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[Test]
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public void TestSubmissionOnExit()
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{
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prepareTestAPI(true);
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createPlayerTest();
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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addFakeHit();
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AddStep("exit", () => Player.Exit());
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AddAssert("ensure failing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == false);
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}
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[Test]
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public void TestSubmissionOnExitDuringImport()
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{
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prepareTestAPI(true);
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createPlayerTest();
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AddStep("block imports", () => Player.AllowImportCompletion.Wait());
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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addFakeHit();
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AddUntilStep("wait for import to start", () => Player.ScoreImportStarted);
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AddStep("exit", () => Player.Exit());
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AddStep("allow import to proceed", () => Player.AllowImportCompletion.Release(1));
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AddUntilStep("ensure submission", () => Player.SubmittedScore != null && Player.ImportedScore != null);
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}
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[Test]
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public void TestNoSubmissionOnLocalBeatmap()
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{
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prepareTestAPI(true);
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createPlayerTest(false, r =>
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{
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var beatmap = createTestBeatmap(r);
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beatmap.BeatmapInfo.OnlineID = -1;
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return beatmap;
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});
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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addFakeHit();
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AddStep("exit", () => Player.Exit());
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AddAssert("ensure no submission", () => Player.SubmittedScore == null);
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}
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[TestCase(null)]
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[TestCase(10)]
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public void TestNoSubmissionOnCustomRuleset(int? rulesetId)
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{
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prepareTestAPI(true);
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createPlayerTest(false, createRuleset: () => new OsuRuleset
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{
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RulesetInfo =
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{
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Name = "custom",
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ShortName = $"custom{rulesetId}",
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OnlineID = rulesetId ?? -1
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}
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});
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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addFakeHit();
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AddStep("exit", () => Player.Exit());
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AddAssert("ensure no submission", () => Player.SubmittedScore == null);
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}
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private void createPlayerTest(bool allowFail = false, Func<RulesetInfo, IBeatmap> createBeatmap = null, Func<Ruleset> createRuleset = null)
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{
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CreateTest(() => AddStep("set up requirements", () =>
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{
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this.allowFail = allowFail;
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createCustomBeatmap = createBeatmap;
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createCustomRuleset = createRuleset;
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}));
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}
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private void prepareTestAPI(bool validToken)
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{
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AddStep("Prepare test API", () =>
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{
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dummyAPI.HandleRequest = request =>
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{
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switch (request)
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{
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case CreateSoloScoreRequest tokenRequest:
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if (validToken)
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tokenRequest.TriggerSuccess(new APIScoreToken { ID = 1234 });
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else
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tokenRequest.TriggerFailure(new APIException("something went wrong!", null));
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return true;
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case SubmitSoloScoreRequest submissionRequest:
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if (validToken)
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{
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var requestScore = submissionRequest.Score;
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submissionRequest.TriggerSuccess(new MultiplayerScore
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{
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ID = 1234,
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User = dummyAPI.LocalUser.Value,
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Rank = requestScore.Rank,
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TotalScore = requestScore.TotalScore,
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Accuracy = requestScore.Accuracy,
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MaxCombo = requestScore.MaxCombo,
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Mods = requestScore.Mods,
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Statistics = requestScore.Statistics,
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Passed = requestScore.Passed,
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EndedAt = DateTimeOffset.Now,
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Position = 1
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});
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return true;
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}
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break;
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}
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return false;
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};
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});
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}
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private void addFakeHit()
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{
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AddUntilStep("wait for first result", () => Player.Results.Count > 0);
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AddStep("force successfuly hit", () =>
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{
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Player.ScoreProcessor.RevertResult(Player.Results.First());
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Player.ScoreProcessor.ApplyResult(new OsuJudgementResult(Beatmap.Value.Beatmap.HitObjects.First(), new OsuJudgement())
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{
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Type = HitResult.Great,
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});
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});
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}
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protected class FakeImportingPlayer : TestPlayer
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{
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public bool ScoreImportStarted { get; set; }
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public SemaphoreSlim AllowImportCompletion { get; }
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public Score ImportedScore { get; private set; }
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public FakeImportingPlayer(bool allowPause = true, bool showResults = true, bool pauseOnFocusLost = false)
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: base(allowPause, showResults, pauseOnFocusLost)
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{
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AllowImportCompletion = new SemaphoreSlim(1);
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}
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protected override async Task ImportScore(Score score)
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{
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ScoreImportStarted = true;
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await AllowImportCompletion.WaitAsync().ConfigureAwait(false);
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ImportedScore = score;
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// It was discovered that Score members could sometimes be half-populated.
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// In particular, the RulesetID property could be set to 0 even on non-osu! maps.
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// We want to test that the state of that property is consistent in this test.
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// EF makes this impossible.
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//
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// First off, because of the EF navigational property-explicit foreign key field duality,
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// it can happen that - for example - the Ruleset navigational property is correctly initialised to mania,
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// but the RulesetID foreign key property is not initialised and remains 0.
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// EF silently bypasses this by prioritising the Ruleset navigational property over the RulesetID foreign key one.
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//
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// Additionally, adding an entity to an EF DbSet CAUSES SIDE EFFECTS with regard to the foreign key property.
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// In the above instance, if a ScoreInfo with Ruleset = {mania} and RulesetID = 0 is attached to an EF context,
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// RulesetID WILL BE SILENTLY SET TO THE CORRECT VALUE of 3.
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//
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// For the above reasons, actual importing is disabled in this test.
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}
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}
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}
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}
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