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Bring back TestSceneOsuGame
I marked this as headless to avoid it being "ungrouped", but it turns out this is quite useful to have around and I have searched for it on multiple occasions.
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164
osu.Game.Tests/Visual/Navigation/TestSceneOsuGame.cs
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164
osu.Game.Tests/Visual/Navigation/TestSceneOsuGame.cs
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// 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.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Platform;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Graphics;
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using osu.Game.Input;
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using osu.Game.Input.Bindings;
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using osu.Game.IO;
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using osu.Game.Online.API;
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using osu.Game.Online.Chat;
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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.Scoring;
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using osu.Game.Screens.Menu;
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using osu.Game.Skinning;
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using osu.Game.Utils;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Visual.Navigation
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{
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[TestFixture]
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public class TestSceneOsuGame : OsuTestScene
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{
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private IReadOnlyList<Type> requiredGameDependencies => new[]
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{
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typeof(OsuGame),
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typeof(SentryLogger),
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typeof(OsuLogo),
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typeof(IdleTracker),
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typeof(OnScreenDisplay),
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typeof(NotificationOverlay),
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typeof(BeatmapListingOverlay),
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typeof(DashboardOverlay),
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typeof(NewsOverlay),
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typeof(ChannelManager),
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typeof(ChatOverlay),
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typeof(SettingsOverlay),
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typeof(UserProfileOverlay),
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typeof(BeatmapSetOverlay),
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typeof(LoginOverlay),
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typeof(MusicController),
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typeof(AccountCreationOverlay),
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typeof(DialogOverlay),
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typeof(ScreenshotManager)
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};
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private IReadOnlyList<Type> requiredGameBaseDependencies => new[]
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{
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typeof(OsuGameBase),
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typeof(DatabaseContextFactory),
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typeof(Bindable<RulesetInfo>),
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typeof(IBindable<RulesetInfo>),
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typeof(Bindable<IReadOnlyList<Mod>>),
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typeof(IBindable<IReadOnlyList<Mod>>),
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typeof(LargeTextureStore),
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typeof(OsuConfigManager),
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typeof(SkinManager),
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typeof(ISkinSource),
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typeof(IAPIProvider),
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typeof(RulesetStore),
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typeof(FileStore),
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typeof(ScoreManager),
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typeof(BeatmapManager),
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typeof(SettingsStore),
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typeof(RulesetConfigCache),
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typeof(OsuColour),
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typeof(IBindable<WorkingBeatmap>),
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typeof(Bindable<WorkingBeatmap>),
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typeof(GlobalActionContainer),
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typeof(PreviewTrackManager),
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};
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private OsuGame game;
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[Resolved]
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private OsuGameBase gameBase { get; set; }
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[BackgroundDependencyLoader]
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private void load(GameHost host)
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{
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game = new OsuGame();
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game.SetHost(host);
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black,
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},
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game
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};
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AddUntilStep("wait for load", () => game.IsLoaded);
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}
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[Test]
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public void TestNullRulesetHandled()
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{
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RulesetInfo ruleset = null;
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AddStep("store current ruleset", () => ruleset = Ruleset.Value);
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AddStep("set global ruleset to null value", () => Ruleset.Value = null);
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AddAssert("ruleset still valid", () => Ruleset.Value.Available);
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AddAssert("ruleset unchanged", () => ReferenceEquals(Ruleset.Value, ruleset));
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}
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[Test]
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public void TestUnavailableRulesetHandled()
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{
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RulesetInfo ruleset = null;
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AddStep("store current ruleset", () => ruleset = Ruleset.Value);
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AddStep("set global ruleset to invalid value", () => Ruleset.Value = new RulesetInfo
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{
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Name = "unavailable",
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Available = false,
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});
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AddAssert("ruleset still valid", () => Ruleset.Value.Available);
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AddAssert("ruleset unchanged", () => ReferenceEquals(Ruleset.Value, ruleset));
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}
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[Test]
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public void TestAvailableDependencies()
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{
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AddAssert("check OsuGame DI members", () =>
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{
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foreach (var type in requiredGameDependencies)
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{
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if (game.Dependencies.Get(type) == null)
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throw new InvalidOperationException($"{type} has not been cached");
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}
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return true;
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});
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AddAssert("check OsuGameBase DI members", () =>
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{
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foreach (var type in requiredGameBaseDependencies)
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{
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if (gameBase.Dependencies.Get(type) == null)
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throw new InvalidOperationException($"{type} has not been cached");
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}
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return true;
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});
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}
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}
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}
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