Revert "Fix editor tests failing due to empty files being specified"

This reverts commit fdbd421040.
This commit is contained in:
Dean Herbert
2021-05-28 14:15:28 +09:00
parent c24712642c
commit 1af684c4b2
4 changed files with 5 additions and 45 deletions

View File

@ -4,18 +4,11 @@
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Platform;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.IO.Archives;
using osu.Game.Online.API;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Edit;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Compose.Components.Timeline;
using osu.Game.Skinning;
namespace osu.Game.Tests.Visual
{
@ -27,20 +20,10 @@ namespace osu.Game.Tests.Visual
protected EditorClock EditorClock { get; private set; }
/// <summary>
/// Whether any saves performed by the editor should be isolate (and not persist) to the underlying <see cref="BeatmapManager"/>.
/// </summary>
protected virtual bool IsolateSavingFromDatabase => true;
[BackgroundDependencyLoader]
private void load(GameHost host, AudioManager audio, RulesetStore rulesets)
private void load()
{
var working = CreateWorkingBeatmap(Ruleset.Value);
Beatmap.Value = working;
if (IsolateSavingFromDatabase)
Dependencies.CacheAs<BeatmapManager>(new TestBeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, host, Beatmap.Default, working));
Beatmap.Value = CreateWorkingBeatmap(Ruleset.Value);
}
protected virtual bool EditorComponentsReady => Editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true
@ -82,27 +65,5 @@ namespace osu.Game.Tests.Visual
public new bool HasUnsavedChanges => base.HasUnsavedChanges;
}
private class TestBeatmapManager : BeatmapManager
{
private readonly WorkingBeatmap testBeatmap;
public TestBeatmapManager(Storage storage, IDatabaseContextFactory contextFactory, RulesetStore rulesets, IAPIProvider api, [NotNull] AudioManager audioManager, GameHost host, WorkingBeatmap defaultBeatmap, WorkingBeatmap testBeatmap)
: base(storage, contextFactory, rulesets, api, audioManager, host, defaultBeatmap, false)
{
this.testBeatmap = testBeatmap;
}
protected override string ComputeHash(BeatmapSetInfo item, ArchiveReader reader = null)
=> string.Empty;
public override WorkingBeatmap GetWorkingBeatmap(BeatmapInfo beatmapInfo, WorkingBeatmap previous = null)
=> testBeatmap;
public override void Save(BeatmapInfo info, IBeatmap beatmapContent, ISkin beatmapSkin = null)
{
// don't actually care about saving for this context.
}
}
}
}