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Merge branch 'master' into safe-screen-lease
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89
osu.Game.Tests/Visual/Gameplay/TestSceneAllRulesetPlayers.cs
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89
osu.Game.Tests/Visual/Gameplay/TestSceneAllRulesetPlayers.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Screens;
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using osu.Game.Configuration;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Catch;
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using osu.Game.Rulesets.Mania;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Taiko;
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using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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/// <summary>
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/// A base class which runs <see cref="Player"/> test for all available rulesets.
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/// Steps to be run for each ruleset should be added via <see cref="AddCheckSteps"/>.
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/// </summary>
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public abstract class TestSceneAllRulesetPlayers : RateAdjustedBeatmapTestScene
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{
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protected Player Player;
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[BackgroundDependencyLoader]
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private void load(RulesetStore rulesets)
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{
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OsuConfigManager manager;
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Dependencies.Cache(manager = new OsuConfigManager(LocalStorage));
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manager.GetBindable<double>(OsuSetting.DimLevel).Value = 1.0;
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}
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[Test]
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public void TestOsu() => runForRuleset(new OsuRuleset().RulesetInfo);
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[Test]
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public void TestTaiko() => runForRuleset(new TaikoRuleset().RulesetInfo);
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[Test]
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public void TestCatch() => runForRuleset(new CatchRuleset().RulesetInfo);
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[Test]
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public void TestMania() => runForRuleset(new ManiaRuleset().RulesetInfo);
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private void runForRuleset(RulesetInfo ruleset)
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{
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Player p = null;
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AddStep($"load {ruleset.Name} player", () => p = loadPlayerFor(ruleset));
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AddUntilStep("player loaded", () =>
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{
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if (p?.IsLoaded == true)
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{
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p = null;
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return true;
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}
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return false;
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});
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AddCheckSteps();
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}
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protected abstract void AddCheckSteps();
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private Player loadPlayerFor(RulesetInfo rulesetInfo)
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{
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Ruleset.Value = rulesetInfo;
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var ruleset = rulesetInfo.CreateInstance();
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var working = CreateWorkingBeatmap(rulesetInfo);
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Beatmap.Value = working;
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SelectedMods.Value = new[] { ruleset.GetAllMods().First(m => m is ModNoFail) };
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Player?.Exit();
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Player = null;
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Player = CreatePlayer(ruleset);
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LoadScreen(Player);
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return Player;
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}
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protected virtual Player CreatePlayer(Ruleset ruleset) => new TestPlayer(false, false);
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}
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}
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@ -12,7 +12,7 @@ using osu.Game.Storyboards;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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[Description("Player instantiated with an autoplay mod.")]
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public class TestSceneAutoplay : AllPlayersTestScene
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public class TestSceneAutoplay : TestSceneAllRulesetPlayers
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{
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private ClockBackedTestWorkingBeatmap.TrackVirtualManual track;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneFailAnimation : AllPlayersTestScene
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public class TestSceneFailAnimation : TestSceneAllRulesetPlayers
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{
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protected override Player CreatePlayer(Ruleset ruleset)
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{
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@ -20,7 +20,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(AllPlayersTestScene),
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typeof(TestSceneAllRulesetPlayers),
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typeof(TestPlayer),
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typeof(Player),
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};
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneFailJudgement : AllPlayersTestScene
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public class TestSceneFailJudgement : TestSceneAllRulesetPlayers
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{
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protected override Player CreatePlayer(Ruleset ruleset)
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{
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@ -36,6 +36,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddStep("resume player", () => Player.GameplayClockContainer.Start());
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confirmClockRunning(true);
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}
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@ -10,7 +10,7 @@ using osu.Game.Storyboards;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestScenePlayerReferenceLeaking : AllPlayersTestScene
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public class TestScenePlayerReferenceLeaking : TestSceneAllRulesetPlayers
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{
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private readonly WeakList<WorkingBeatmap> workingWeakReferences = new WeakList<WorkingBeatmap>();
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namespace osu.Game.Tests.Visual.Gameplay
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{
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[Description("Player instantiated with a replay.")]
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public class TestSceneReplay : AllPlayersTestScene
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public class TestSceneReplay : TestSceneAllRulesetPlayers
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{
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protected override Player CreatePlayer(Ruleset ruleset)
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{
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