Merge remote-tracking branch 'refs/remotes/ppy/master' into replay_speed

This commit is contained in:
EVAST9919
2017-10-02 17:45:49 +03:00
9 changed files with 267 additions and 249 deletions

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@ -58,6 +58,23 @@ namespace osu.Game.Beatmaps
ComboColors = original?.ComboColors ?? ComboColors;
HitObjects = original?.HitObjects ?? HitObjects;
Storyboard = original?.Storyboard ?? Storyboard;
if (original == null && Metadata == null)
{
// we may have no metadata in cases we weren't sourced from the database.
// let's fill it (and other related fields) so we don't need to null-check it in future usages.
BeatmapInfo = new BeatmapInfo
{
Metadata = new BeatmapMetadata
{
Artist = @"Unknown",
Title = @"Unknown",
Author = @"Unknown Creator",
},
Version = @"Normal",
Difficulty = new BeatmapDifficulty()
};
}
}
}

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@ -38,7 +38,6 @@ namespace osu.Game.Rulesets
protected override void Prepare(bool reset = false)
{
Connection.CreateTable<RulesetInfo>();
if (reset)

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@ -1,6 +1,7 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.IO;
using System.Linq;
using System.Text;
@ -18,31 +19,39 @@ namespace osu.Game.Tests.Visual
{
public class TestCasePlayer : OsuTestCase
{
private readonly Type ruleset;
protected Player Player;
private RulesetStore rulesets;
public override string Description => @"Showing everything to play the game.";
/// <summary>
/// Create a TestCase which runs through the Player screen.
/// </summary>
/// <param name="ruleset">An optional ruleset type which we want to target. If not provided we'll allow all rulesets to be tested.</param>
protected TestCasePlayer(Type ruleset)
{
this.ruleset = ruleset;
}
public TestCasePlayer()
{
}
[BackgroundDependencyLoader]
private void load(RulesetStore rulesets)
{
this.rulesets = rulesets;
}
protected override void LoadComplete()
{
base.LoadComplete();
Add(new Box
{
RelativeSizeAxes = Framework.Graphics.Axes.Both,
Colour = Color4.Black,
});
foreach (var r in rulesets.Query<RulesetInfo>())
AddStep(r.Name, () => loadPlayerFor(r));
string instantiation = ruleset?.AssemblyQualifiedName;
loadPlayerFor(rulesets.Query<RulesetInfo>().First());
foreach (var r in rulesets.Query<RulesetInfo>(rs => rs.Available && (instantiation == null || rs.InstantiationInfo == instantiation)))
AddStep(r.Name, () => loadPlayerFor(r));
}
protected virtual Beatmap CreateBeatmap()