Merge pull request #15130 from bdach/spectator-convert-failure

Fix score created in player not populating ruleset ID
This commit is contained in:
Dean Herbert
2021-10-17 20:00:24 +09:00
committed by GitHub
3 changed files with 128 additions and 1 deletions

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@ -3,6 +3,7 @@
using System;
using System.Linq;
using System.Threading.Tasks;
using NUnit.Framework;
using osu.Framework.Screens;
using osu.Game.Beatmaps;
@ -10,10 +11,13 @@ using osu.Game.Online.API;
using osu.Game.Online.Rooms;
using osu.Game.Online.Solo;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mania;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko;
using osu.Game.Scoring;
using osu.Game.Screens.Ranking;
using osu.Game.Tests.Beatmaps;
@ -32,7 +36,7 @@ namespace osu.Game.Tests.Visual.Gameplay
protected override bool HasCustomSteps => true;
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new TestPlayer(false);
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new NonImportingPlayer(false);
protected override Ruleset CreatePlayerRuleset() => createCustomRuleset?.Invoke() ?? new OsuRuleset();
@ -86,6 +90,46 @@ namespace osu.Game.Tests.Visual.Gameplay
AddAssert("ensure passing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == true);
}
[Test]
public void TestSubmissionForDifferentRuleset()
{
prepareTokenResponse(true);
createPlayerTest(createRuleset: () => new TaikoRuleset());
AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
addFakeHit();
AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen);
AddAssert("ensure passing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == true);
AddAssert("submitted score has correct ruleset ID", () => Player.SubmittedScore?.ScoreInfo.RulesetID == new TaikoRuleset().RulesetInfo.ID);
}
[Test]
public void TestSubmissionForConvertedBeatmap()
{
prepareTokenResponse(true);
createPlayerTest(createRuleset: () => new ManiaRuleset(), createBeatmap: _ => createTestBeatmap(new OsuRuleset().RulesetInfo));
AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
addFakeHit();
AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
AddUntilStep("results displayed", () => Player.GetChildScreen() is ResultsScreen);
AddAssert("ensure passing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == true);
AddAssert("submitted score has correct ruleset ID", () => Player.SubmittedScore?.ScoreInfo.RulesetID == new ManiaRuleset().RulesetInfo.ID);
}
[Test]
public void TestNoSubmissionOnExitWithNoToken()
{
@ -242,5 +286,33 @@ namespace osu.Game.Tests.Visual.Gameplay
});
});
}
private class NonImportingPlayer : TestPlayer
{
public NonImportingPlayer(bool allowPause = true, bool showResults = true, bool pauseOnFocusLost = false)
: base(allowPause, showResults, pauseOnFocusLost)
{
}
protected override Task ImportScore(Score score)
{
// It was discovered that Score members could sometimes be half-populated.
// In particular, the RulesetID property could be set to 0 even on non-osu! maps.
// We want to test that the state of that property is consistent in this test.
// EF makes this impossible.
//
// First off, because of the EF navigational property-explicit foreign key field duality,
// it can happen that - for example - the Ruleset navigational property is correctly initialised to mania,
// but the RulesetID foreign key property is not initialised and remains 0.
// EF silently bypasses this by prioritising the Ruleset navigational property over the RulesetID foreign key one.
//
// Additionally, adding an entity to an EF DbSet CAUSES SIDE EFFECTS with regard to the foreign key property.
// In the above instance, if a ScoreInfo with Ruleset = {mania} and RulesetID = 0 is attached to an EF context,
// RulesetID WILL BE SILENTLY SET TO THE CORRECT VALUE of 3.
//
// For the above reasons, importing is disabled in this test.
return Task.CompletedTask;
}
}
}
}

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@ -0,0 +1,51 @@
// 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 NUnit.Framework;
using osu.Framework.Allocation;
using osu.Game.Online.API;
using osu.Game.Online.Spectator;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mania;
using osu.Game.Tests.Visual.Spectator;
using osu.Game.Users;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestSceneSpectatorHost : PlayerTestScene
{
protected override Ruleset CreatePlayerRuleset() => new ManiaRuleset();
[Cached(typeof(SpectatorClient))]
private TestSpectatorClient spectatorClient { get; } = new TestSpectatorClient();
private DummyAPIAccess dummyAPIAccess => (DummyAPIAccess)API;
private const int dummy_user_id = 42;
public override void SetUpSteps()
{
AddStep("set dummy user", () => dummyAPIAccess.LocalUser.Value = new User
{
Id = dummy_user_id,
Username = "DummyUser"
});
AddStep("add test spectator client", () => Add(spectatorClient));
AddStep("add watching user", () => spectatorClient.WatchUser(dummy_user_id));
base.SetUpSteps();
}
[Test]
public void TestClientSendsCorrectRuleset()
{
AddUntilStep("spectator client sending frames", () => spectatorClient.PlayingUserStates.ContainsKey(dummy_user_id));
AddAssert("spectator client sent correct ruleset", () => spectatorClient.PlayingUserStates[dummy_user_id].RulesetID == Ruleset.Value.ID);
}
public override void TearDownSteps()
{
base.TearDownSteps();
AddStep("stop watching user", () => spectatorClient.StopWatchingUser(dummy_user_id));
AddStep("remove test spectator client", () => Remove(spectatorClient));
}
}
}

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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Threading.Tasks;
@ -217,9 +218,12 @@ namespace osu.Game.Screens.Play
Score = CreateScore(playableBeatmap);
Debug.Assert(ruleset.RulesetInfo.ID != null);
// ensure the score is in a consistent state with the current player.
Score.ScoreInfo.BeatmapInfo = Beatmap.Value.BeatmapInfo;
Score.ScoreInfo.Ruleset = ruleset.RulesetInfo;
Score.ScoreInfo.RulesetID = ruleset.RulesetInfo.ID.Value;
Score.ScoreInfo.Mods = gameplayMods;
dependencies.CacheAs(GameplayState = new GameplayState(playableBeatmap, ruleset, gameplayMods, Score));