Beispiel #1
0
        private Func <Player> playToResults()
        {
            Player player = null;

            IWorkingBeatmap beatmap() => Game.Beatmap.Value;

            Screens.Select.SongSelect songSelect = null;
            PushAndConfirm(() => songSelect = new TestPlaySongSelect());
            AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);

            AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());

            AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);

            AddStep("set mods", () => Game.SelectedMods.Value = new Mod[] { new OsuModNoFail(), new OsuModDoubleTime {
                                                                                SpeedChange = { Value = 2 }
                                                                            } });

            AddStep("press enter", () => InputManager.Key(Key.Enter));

            AddUntilStep("wait for player", () =>
            {
                // dismiss any notifications that may appear (ie. muted notification).
                clickMouseInCentre();
                return((player = Game.ScreenStack.CurrentScreen as Player) != null);
            });

            AddUntilStep("wait for track playing", () => beatmap().Track.IsRunning);
            AddStep("seek to near end", () => player.ChildrenOfType <GameplayClockContainer>().First().Seek(beatmap().Beatmap.HitObjects[^ 1].StartTime - 1000));
Beispiel #2
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        public void TestRetryCountIncrements()
        {
            Player player = null;

            Screens.Select.SongSelect songSelect = null;
            PushAndConfirm(() => songSelect = new TestPlaySongSelect());
            AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);

            AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());

            AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);

            AddStep("press enter", () => InputManager.Key(Key.Enter));

            AddUntilStep("wait for player", () =>
            {
                // dismiss any notifications that may appear (ie. muted notification).
                clickMouseInCentre();
                return((player = Game.ScreenStack.CurrentScreen as Player) != null);
            });

            AddAssert("retry count is 0", () => player.RestartCount == 0);

            AddStep("attempt to retry", () => player.ChildrenOfType <HotkeyRetryOverlay>().First().Action());
            AddUntilStep("wait for old player gone", () => Game.ScreenStack.CurrentScreen != player);

            AddUntilStep("get new player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null);
            AddAssert("retry count is 1", () => player.RestartCount == 1);
        }
Beispiel #3
0
        public void TestNewBeatmapSaveThenLoad()
        {
            AddStep("set default beatmap", () => Game.Beatmap.SetDefault());

            PushAndConfirm(() => new EditorLoader());

            AddUntilStep("wait for editor load", () => editor?.IsLoaded == true);

            AddUntilStep("wait for metadata screen load", () => editor.ChildrenOfType <MetadataSection>().FirstOrDefault()?.IsLoaded == true);

            // We intentionally switch away from the metadata screen, else there is a feedback loop with the textbox handling which causes metadata changes below to get overwritten.

            AddStep("Enter compose mode", () => InputManager.Key(Key.F1));
            AddUntilStep("Wait for compose mode load", () => editor.ChildrenOfType <HitObjectComposer>().FirstOrDefault()?.IsLoaded == true);

            AddStep("Set overall difficulty", () => editorBeatmap.Difficulty.OverallDifficulty = 7);
            AddStep("Set artist and title", () =>
            {
                editorBeatmap.BeatmapInfo.Metadata.Artist = "artist";
                editorBeatmap.BeatmapInfo.Metadata.Title  = "title";
            });
            AddStep("Set difficulty name", () => editorBeatmap.BeatmapInfo.DifficultyName = "difficulty");

            AddStep("Add timing point", () => editorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint()));

            AddStep("Change to placement mode", () => InputManager.Key(Key.Number2));
            AddStep("Move to playfield", () => InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre));
            AddStep("Place single hitcircle", () => InputManager.Click(MouseButton.Left));

            checkMutations();

            // After placement these must be non-default as defaults are read-only.
            AddAssert("Placed object has non-default control points", () =>
                      editorBeatmap.HitObjects[0].SampleControlPoint != SampleControlPoint.DEFAULT &&
                      editorBeatmap.HitObjects[0].DifficultyControlPoint != DifficultyControlPoint.DEFAULT);

            AddStep("Save", () => InputManager.Keys(PlatformAction.Save));

            checkMutations();

            AddStep("Exit", () => InputManager.Key(Key.Escape));

            AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu);

            Screens.Select.SongSelect songSelect = null;

            PushAndConfirm(() => songSelect = new PlaySongSelect());
            AddUntilStep("wait for carousel load", () => songSelect.BeatmapSetsLoaded);

            AddUntilStep("Wait for beatmap selected", () => !Game.Beatmap.IsDefault);
            AddStep("Open options", () => InputManager.Key(Key.F3));
            AddStep("Enter editor", () => InputManager.Key(Key.Number5));

            AddUntilStep("Wait for editor load", () => editor != null);

            checkMutations();
        }
Beispiel #4
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        private void loadToPlayerNonBreakTime()
        {
            Player player = null;

            Screens.Select.SongSelect songSelect = null;
            PushAndConfirm(() => songSelect = new TestSceneScreenNavigation.TestPlaySongSelect());
            AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);

            AddStep("import beatmap", () => BeatmapImportHelper.LoadOszIntoOsu(Game, virtualTrack: true).WaitSafely());
            AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
            AddStep("press enter", () => InputManager.Key(Key.Enter));

            AddUntilStep("wait for player", () =>
            {
                DismissAnyNotifications();
                return((player = Game.ScreenStack.CurrentScreen as Player) != null);
            });

            AddUntilStep("wait for play time active", () => !player.IsBreakTime.Value);
        }
Beispiel #5
0
        public void TestSongContinuesAfterExitPlayer(bool withUserPause)
        {
            Player player = null;

            IWorkingBeatmap beatmap() => Game.Beatmap.Value;

            Screens.Select.SongSelect songSelect = null;
            PushAndConfirm(() => songSelect = new TestPlaySongSelect());
            AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);

            AddStep("import beatmap", () => BeatmapImportHelper.LoadOszIntoOsu(Game, virtualTrack: true).WaitSafely());

            AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);

            if (withUserPause)
            {
                AddStep("pause", () => Game.Dependencies.Get <MusicController>().Stop(true));
            }

            AddStep("press enter", () => InputManager.Key(Key.Enter));

            AddUntilStep("wait for player", () =>
            {
                // dismiss any notifications that may appear (ie. muted notification).
                clickMouseInCentre();
                return((player = Game.ScreenStack.CurrentScreen as Player) != null);
            });

            AddUntilStep("wait for fail", () => player.GameplayState.HasFailed);

            AddUntilStep("wait for track stop", () => !Game.MusicController.IsPlaying);
            AddAssert("Ensure time before preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().BeatmapInfo.Metadata.PreviewTime);

            pushEscape();

            AddUntilStep("wait for track playing", () => Game.MusicController.IsPlaying);
            AddAssert("Ensure time wasn't reset to preview point", () => Game.MusicController.CurrentTrack.CurrentTime < beatmap().BeatmapInfo.Metadata.PreviewTime);
        }
Beispiel #6
0
        public void TestEditComponentDuringGameplay()
        {
            Screens.Select.SongSelect songSelect = null;
            PushAndConfirm(() => songSelect = new TestPlaySongSelect());
            AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);

            AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());

            AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);

            SkinEditor skinEditor = null;

            AddStep("open skin editor", () =>
            {
                InputManager.PressKey(Key.ControlLeft);
                InputManager.PressKey(Key.ShiftLeft);
                InputManager.Key(Key.S);
                InputManager.ReleaseKey(Key.ControlLeft);
                InputManager.ReleaseKey(Key.ShiftLeft);
            });

            AddUntilStep("get skin editor", () => (skinEditor = Game.ChildrenOfType <SkinEditor>().FirstOrDefault()) != null);

            AddStep("Click gameplay scene button", () =>
            {
                skinEditor.ChildrenOfType <SkinEditorSceneLibrary.SceneButton>().First(b => b.Text == "Gameplay").TriggerClick();
            });

            AddUntilStep("wait for player", () =>
            {
                // dismiss any notifications that may appear (ie. muted notification).
                clickMouseInCentre();
                return(Game.ScreenStack.CurrentScreen is Player);
            });

            BarHitErrorMeter hitErrorMeter = null;

            AddUntilStep("select bar hit error blueprint", () =>
            {
                var blueprint = skinEditor.ChildrenOfType <SkinBlueprint>().FirstOrDefault(b => b.Item is BarHitErrorMeter);

                if (blueprint == null)
                {
                    return(false);
                }

                hitErrorMeter = (BarHitErrorMeter)blueprint.Item;
                skinEditor.SelectedComponents.Clear();
                skinEditor.SelectedComponents.Add(blueprint.Item);
                return(true);
            });

            AddAssert("value is default", () => hitErrorMeter.JudgementLineThickness.IsDefault);

            AddStep("hover first slider", () =>
            {
                InputManager.MoveMouseTo(
                    skinEditor.ChildrenOfType <SkinSettingsToolbox>().First()
                    .ChildrenOfType <SettingsSlider <float> >().First()
                    .ChildrenOfType <SliderBar <float> >().First()
                    );
            });

            AddStep("adjust slider via keyboard", () => InputManager.Key(Key.Left));

            AddAssert("value is less than default", () => hitErrorMeter.JudgementLineThickness.Value < hitErrorMeter.JudgementLineThickness.Default);
        }