mirror of
https://github.com/ppy/osu
synced 2024-12-23 15:22:37 +00:00
247 lines
7.9 KiB
C#
247 lines
7.9 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 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.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.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 TestPlayer(false);
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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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prepareTokenResponse(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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prepareTokenResponse(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 TestNoSubmissionOnExitWithNoToken()
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{
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prepareTokenResponse(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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prepareTokenResponse(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.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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prepareTokenResponse(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.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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prepareTokenResponse(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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prepareTokenResponse(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 TestNoSubmissionOnLocalBeatmap()
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{
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prepareTokenResponse(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.OnlineBeatmapID = null;
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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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[Test]
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public void TestNoSubmissionOnCustomRuleset()
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{
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prepareTokenResponse(true);
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createPlayerTest(false, createRuleset: () => new OsuRuleset { RulesetInfo = { ID = 10 } });
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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 prepareTokenResponse(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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}
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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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}
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}
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