mirror of
https://github.com/osukey/osukey.git
synced 2025-07-03 01:09:57 +09:00
Rename test cases to test scenes inline with the framework change
This commit is contained in:
132
osu.Game.Tests/Visual/Gameplay/TestScenePlayerLoader.cs
Normal file
132
osu.Game.Tests/Visual/Gameplay/TestScenePlayerLoader.cs
Normal file
@ -0,0 +1,132 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Threading;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Screens;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Scoring;
|
||||
using osu.Game.Screens;
|
||||
using osu.Game.Screens.Play;
|
||||
using osu.Game.Tests.Beatmaps;
|
||||
|
||||
namespace osu.Game.Tests.Visual.Gameplay
|
||||
{
|
||||
public class TestScenePlayerLoader : ManualInputManagerTestScene
|
||||
{
|
||||
private PlayerLoader loader;
|
||||
private OsuScreenStack stack;
|
||||
|
||||
[SetUp]
|
||||
public void Setup() => Schedule(() =>
|
||||
{
|
||||
InputManager.Child = stack = new OsuScreenStack { RelativeSizeAxes = Axes.Both };
|
||||
Beatmap.Value = new TestWorkingBeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo), Clock);
|
||||
});
|
||||
|
||||
[Test]
|
||||
public void TestLoadContinuation()
|
||||
{
|
||||
Player player = null;
|
||||
SlowLoadPlayer slowPlayer = null;
|
||||
|
||||
AddStep("load dummy beatmap", () => stack.Push(loader = new PlayerLoader(() => player = new TestPlayer(false, false))));
|
||||
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
|
||||
AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
|
||||
AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
|
||||
AddStep("load slow dummy beatmap", () =>
|
||||
{
|
||||
stack.Push(loader = new PlayerLoader(() => slowPlayer = new SlowLoadPlayer(false, false)));
|
||||
Scheduler.AddDelayed(() => slowPlayer.AllowLoad.Set(), 5000);
|
||||
});
|
||||
|
||||
AddUntilStep("wait for player to be current", () => slowPlayer.IsCurrentScreen());
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestModReinstantiation()
|
||||
{
|
||||
TestPlayer player = null;
|
||||
TestMod gameMod = null;
|
||||
TestMod playerMod1 = null;
|
||||
TestMod playerMod2 = null;
|
||||
|
||||
AddStep("load player", () =>
|
||||
{
|
||||
Mods.Value = new[] { gameMod = new TestMod() };
|
||||
stack.Push(loader = new PlayerLoader(() => player = new TestPlayer()));
|
||||
});
|
||||
|
||||
AddUntilStep("wait for loader to become current", () => loader.IsCurrentScreen());
|
||||
AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
|
||||
AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
|
||||
AddStep("retrieve mods", () => playerMod1 = (TestMod)player.Mods.Value.Single());
|
||||
AddAssert("game mods not applied", () => gameMod.Applied == false);
|
||||
AddAssert("player mods applied", () => playerMod1.Applied);
|
||||
|
||||
AddStep("restart player", () =>
|
||||
{
|
||||
var lastPlayer = player;
|
||||
player = null;
|
||||
lastPlayer.Restart();
|
||||
});
|
||||
|
||||
AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
|
||||
AddStep("retrieve mods", () => playerMod2 = (TestMod)player.Mods.Value.Single());
|
||||
AddAssert("game mods not applied", () => gameMod.Applied == false);
|
||||
AddAssert("player has different mods", () => playerMod1 != playerMod2);
|
||||
AddAssert("player mods applied", () => playerMod2.Applied);
|
||||
}
|
||||
|
||||
private class TestMod : Mod, IApplicableToScoreProcessor
|
||||
{
|
||||
public override string Name => string.Empty;
|
||||
public override string Acronym => string.Empty;
|
||||
public override double ScoreMultiplier => 1;
|
||||
|
||||
public bool Applied { get; private set; }
|
||||
|
||||
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
|
||||
{
|
||||
Applied = true;
|
||||
}
|
||||
|
||||
public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
|
||||
}
|
||||
|
||||
private class TestPlayer : Visual.TestPlayer
|
||||
{
|
||||
public new Bindable<IReadOnlyList<Mod>> Mods => base.Mods;
|
||||
|
||||
public TestPlayer(bool allowPause = true, bool showResults = true)
|
||||
: base(allowPause, showResults)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
protected class SlowLoadPlayer : Visual.TestPlayer
|
||||
{
|
||||
public readonly ManualResetEventSlim AllowLoad = new ManualResetEventSlim(false);
|
||||
|
||||
public SlowLoadPlayer(bool allowPause = true, bool showResults = true)
|
||||
: base(allowPause, showResults)
|
||||
{
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
if (!AllowLoad.Wait(TimeSpan.FromSeconds(10)))
|
||||
throw new TimeoutException();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user