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Add test coverage for difficulty name clash cases
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@ -130,5 +130,59 @@ namespace osu.Game.Tests.Visual.Editing
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&& set.PerformRead(s => s.Beatmaps.Count == 2 && s.Beatmaps.Any(b => b.DifficultyName == secondDifficultyName));
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&& set.PerformRead(s => s.Beatmaps.Count == 2 && s.Beatmaps.Any(b => b.DifficultyName == secondDifficultyName));
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});
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});
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}
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}
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[Test]
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public void TestCreateNewBeatmapFailsWithBlankNamedDifficulties()
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{
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Guid setId = Guid.Empty;
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AddStep("retrieve set ID", () => setId = EditorBeatmap.BeatmapInfo.BeatmapSet!.ID);
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AddStep("save beatmap", () => Editor.Save());
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AddAssert("new beatmap persisted", () =>
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{
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var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId);
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return set != null && set.PerformRead(s => s.Beatmaps.Count == 1 && s.Files.Count == 1);
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});
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AddStep("try to create new difficulty", () => Editor.CreateNewDifficulty(new OsuRuleset().RulesetInfo));
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AddAssert("beatmap set unchanged", () =>
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{
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var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId);
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return set != null && set.PerformRead(s => s.Beatmaps.Count == 1 && s.Files.Count == 1);
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});
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}
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[Test]
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public void TestCreateNewBeatmapFailsWithSameNamedDifficulties()
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{
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Guid setId = Guid.Empty;
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const string duplicate_difficulty_name = "duplicate";
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AddStep("retrieve set ID", () => setId = EditorBeatmap.BeatmapInfo.BeatmapSet!.ID);
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AddStep("set difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = duplicate_difficulty_name);
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AddStep("save beatmap", () => Editor.Save());
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AddAssert("new beatmap persisted", () =>
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{
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var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId);
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return set != null && set.PerformRead(s => s.Beatmaps.Count == 1 && s.Files.Count == 1);
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});
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AddStep("create new difficulty", () => Editor.CreateNewDifficulty(new OsuRuleset().RulesetInfo));
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AddUntilStep("wait for created", () =>
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{
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string difficultyName = Editor.ChildrenOfType<EditorBeatmap>().SingleOrDefault()?.BeatmapInfo.DifficultyName;
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return difficultyName != null && difficultyName != duplicate_difficulty_name;
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});
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AddStep("set difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = duplicate_difficulty_name);
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AddStep("try to save beatmap", () => Editor.Save());
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AddAssert("beatmap set not corrupted", () =>
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{
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var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId);
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// the difficulty was already created at the point of the switch.
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// what we want to check is that both difficulties do not use the same file.
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return set != null && set.PerformRead(s => s.Beatmaps.Count == 2 && s.Files.Count == 2);
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});
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}
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}
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}
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}
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}
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