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https://github.com/osukey/osukey.git
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Merge branch 'master' into fix-listing-terminal-breakage
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commit
f6b1405fa0
@ -3,6 +3,7 @@
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using System;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using NUnit.Framework;
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using osu.Framework.Screens;
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@ -36,7 +37,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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protected override bool HasCustomSteps => true;
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new NonImportingPlayer(false);
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new FakeImportingPlayer(false);
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protected new FakeImportingPlayer Player => (FakeImportingPlayer)base.Player;
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protected override Ruleset CreatePlayerRuleset() => createCustomRuleset?.Invoke() ?? new OsuRuleset();
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@ -207,6 +210,25 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("ensure failing submission", () => Player.SubmittedScore?.ScoreInfo.Passed == false);
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}
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[Test]
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public void TestSubmissionOnExitDuringImport()
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{
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prepareTokenResponse(true);
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createPlayerTest();
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AddStep("block imports", () => Player.AllowImportCompletion.Wait());
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AddUntilStep("wait for token request", () => Player.TokenCreationRequested);
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addFakeHit();
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AddUntilStep("wait for import to start", () => Player.ScoreImportStarted);
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AddStep("exit", () => Player.Exit());
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AddStep("allow import to proceed", () => Player.AllowImportCompletion.Release(1));
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AddAssert("ensure submission", () => Player.SubmittedScore != null && Player.ImportedScore != null);
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}
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[Test]
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public void TestNoSubmissionOnLocalBeatmap()
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{
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@ -288,15 +310,26 @@ namespace osu.Game.Tests.Visual.Gameplay
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});
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}
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private class NonImportingPlayer : TestPlayer
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protected class FakeImportingPlayer : TestPlayer
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{
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public NonImportingPlayer(bool allowPause = true, bool showResults = true, bool pauseOnFocusLost = false)
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public bool ScoreImportStarted { get; set; }
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public SemaphoreSlim AllowImportCompletion { get; }
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public Score ImportedScore { get; private set; }
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public FakeImportingPlayer(bool allowPause = true, bool showResults = true, bool pauseOnFocusLost = false)
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: base(allowPause, showResults, pauseOnFocusLost)
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{
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AllowImportCompletion = new SemaphoreSlim(1);
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}
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protected override Task ImportScore(Score score)
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protected override async Task ImportScore(Score score)
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{
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ScoreImportStarted = true;
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await AllowImportCompletion.WaitAsync().ConfigureAwait(false);
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ImportedScore = score;
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// It was discovered that Score members could sometimes be half-populated.
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// In particular, the RulesetID property could be set to 0 even on non-osu! maps.
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// We want to test that the state of that property is consistent in this test.
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@ -311,8 +344,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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// In the above instance, if a ScoreInfo with Ruleset = {mania} and RulesetID = 0 is attached to an EF context,
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// RulesetID WILL BE SILENTLY SET TO THE CORRECT VALUE of 3.
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//
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// For the above reasons, importing is disabled in this test.
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return Task.CompletedTask;
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// For the above reasons, actual importing is disabled in this test.
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}
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}
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}
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@ -1,7 +1,6 @@
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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.Diagnostics;
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using JetBrains.Annotations;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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@ -67,18 +66,34 @@ namespace osu.Game.Skinning.Editor
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public override void Show()
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{
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// base call intentionally omitted.
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if (skinEditor == null)
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// base call intentionally omitted as we have custom behaviour.
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if (skinEditor != null)
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{
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skinEditor = new SkinEditor(target);
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skinEditor.State.BindValueChanged(editorVisibilityChanged);
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Debug.Assert(skinEditor != null);
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LoadComponentAsync(skinEditor, AddInternal);
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}
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else
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skinEditor.Show();
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return;
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}
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var editor = new SkinEditor(target);
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editor.State.BindValueChanged(editorVisibilityChanged);
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skinEditor = editor;
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// Schedule ensures that if `Show` is called before this overlay is loaded,
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// it will not throw (LoadComponentAsync requires the load target to be in a loaded state).
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Schedule(() =>
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{
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if (editor != skinEditor)
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return;
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LoadComponentAsync(editor, _ =>
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{
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if (editor != skinEditor)
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return;
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AddInternal(editor);
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});
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});
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}
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private void editorVisibilityChanged(ValueChangedEvent<Visibility> visibility)
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