Fix PlayerLoader testcase being completely broken

This commit is contained in:
smoogipoo
2019-04-19 19:45:17 +09:00
parent d3920d652d
commit 489929d25c

View File

@ -10,21 +10,25 @@ 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.Screens;
using osu.Game.Screens.Play;
using osu.Game.Tests.Beatmaps;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestCasePlayerLoader : ManualInputManagerTestCase
{
private PlayerLoader loader;
private readonly OsuScreenStack stack;
private OsuScreenStack stack;
public TestCasePlayerLoader()
[SetUp]
public void Setup() => Schedule(() =>
{
InputManager.Add(stack = new OsuScreenStack { RelativeSizeAxes = Axes.Both });
}
InputManager.Child = stack = new OsuScreenStack { RelativeSizeAxes = Axes.Both };
Beatmap.Value = new TestWorkingBeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo), Clock);
});
[Test]
public void TestLoadContinuation()
@ -33,8 +37,6 @@ namespace osu.Game.Tests.Visual.Gameplay
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
AddUntilStep("wait for no longer current", () => !loader.IsCurrentScreen());
AddStep("exit loader", () => loader.Exit());
AddUntilStep("wait for no longer alive", () => !loader.IsAlive);
AddStep("load slow dummy beatmap", () =>
{
SlowLoadPlayer slow = null;
@ -58,41 +60,25 @@ namespace osu.Game.Tests.Visual.Gameplay
AddStep("load player", () =>
{
Mods.Value = new[] { gameMod = new TestMod() };
InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre);
stack.Push(new PlayerLoader(() => player = new TestPlayer()));
});
AddUntilStep("wait for player to become current", () =>
{
if (player.IsCurrentScreen())
{
playerMod1 = (TestMod)player.Mods.Value.Single();
return true;
}
return false;
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;
player.Restart();
});
AddUntilStep("wait for player to become current", () =>
{
if (player.IsCurrentScreen())
{
playerMod2 = (TestMod)player.Mods.Value.Single();
return true;
}
return false;
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);