// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using System.Linq; using System.Threading; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Screens; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Scoring; using osu.Game.Screens; using osu.Game.Screens.Play; namespace osu.Game.Tests.Visual.Gameplay { public class TestCasePlayerLoader : ManualInputManagerTestCase { private PlayerLoader loader; private readonly OsuScreenStack stack; public TestCasePlayerLoader() { InputManager.Add(stack = new OsuScreenStack { RelativeSizeAxes = Axes.Both }); } [Test] public void TestLoadContinuation() { AddStep("load dummy beatmap", () => stack.Push(loader = new PlayerLoader(() => new Player(false, false)))); AddUntilStep("wait for current", () => loader.IsCurrentScreen()); AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre)); AddUntilStep("wait for no longer current", () => !loader.IsCurrentScreen()); AddStep("exit loader", () => loader.Exit()); AddUntilStep("wait for no longer alive", () => !loader.IsAlive); AddStep("load slow dummy beatmap", () => { SlowLoadPlayer slow = null; stack.Push(loader = new PlayerLoader(() => slow = new SlowLoadPlayer(false, false))); Scheduler.AddDelayed(() => slow.Ready = true, 5000); }); AddUntilStep("wait for no longer current", () => !loader.IsCurrentScreen()); } [Test] public void TestModReinstantiation() { TestPlayer player = null; TestMod gameMod = null; TestMod playerMod1 = null; TestMod playerMod2 = null; AddStep("load player", () => { SelectedMods.Value = new[] { gameMod = new TestMod() }; InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre); stack.Push(new PlayerLoader(() => player = new TestPlayer())); }); AddUntilStep("wait for player to become current", () => { if (player.IsCurrentScreen()) { playerMod1 = (TestMod)player.SelectedMods.Value.Single(); return true; } return false; }); AddAssert("game mods not applied", () => gameMod.Applied == false); AddAssert("player mods applied", () => playerMod1.Applied); AddStep("restart player", () => { player = null; player.Restart(); }); AddUntilStep("wait for player to become current", () => { if (player.IsCurrentScreen()) { playerMod2 = (TestMod)player.SelectedMods.Value.Single(); return true; } return false; }); AddAssert("game mods not applied", () => gameMod.Applied == false); AddAssert("player has different mods", () => playerMod1 != playerMod2); AddAssert("player mods applied", () => playerMod2.Applied); } private class TestMod : Mod, IApplicableToScoreProcessor { public override string Name => string.Empty; public override string Acronym => string.Empty; public override double ScoreMultiplier => 1; public bool Applied { get; private set; } public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor) { Applied = true; } } private class TestPlayer : Player { public new Bindable> SelectedMods => base.SelectedMods; public TestPlayer() : base(false, false) { } } protected class SlowLoadPlayer : Player { public bool Ready; public SlowLoadPlayer(bool allowPause = true, bool showResults = true) : base(allowPause, showResults) { } [BackgroundDependencyLoader] private void load() { while (!Ready) Thread.Sleep(1); } } } }