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MusicPlayer/tests/fakes/ui_tour.gd
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Show in the top bar when a newer version is available
At start and after switching server, the game asks the server for the newest
MusicPlayer release and shows "Version X is available" in the top bar when it
is newer than this one.
2026-10-07 22:08:53 +02:00

444 lines
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class_name UiTour
extends RefCounted
## Walks the main window through a fixed set of states against a fake MusicServer:
## startup, players added, a song playing, every popup open, a sync and the statistics
## tab.
##
## Used for screenshots ([code]tools/take_screenshots.gd[/code]) and for the layout
## test, so both look at exactly the same states. Nodes are looked up by name in the
## main window and in its Quiz and TopBar scenes, so the tour works no matter which of
## them a node lives in.
const SOUNDTRACKS: Array[String] = [
"Chrono Trigger", "Final Fantasy VI", "Secret of Mana", "Terranigma",
"Earthbound", "Super Metroid", "The Legend of Zelda: A Link to the Past",
"Donkey Kong Country 2", "Lufia II", "Illusion of Gaia",
]
const SONG_INFO: Dictionary = {
"SongNo": 0, "Soundtrack": "Chrono Trigger", "Song": "Corridors of Time",
}
const SYNC_PROGRESS: Dictionary = {"progress": 40, "time_spent": "00:00:02"}
const SYNC_RESULT: Dictionary = {
"soundtracks_added": ["Terranigma", "Lufia II"],
"soundtracks_re_added": [],
"soundtracks_changed_title": {"FF6": "Final Fantasy VI"},
"soundtracks_changed_content": ["Chrono Trigger"],
"soundtracks_removed": ["Old Soundtrack"],
"catched_errors": [],
"total_time": "00:00:03",
}
## The server's version history, newest first.
const SERVER_HISTORY: Array[Dictionary] = [
{"version": "5.0.0", "changelog": [
"#9 - Major routes refactor and expansion", "#15 - Added API for statistics",
"Token authentication for /api/v1",
]},
{"version": "4.5.0", "changelog": [
"#1 - Created request to check newest version of the app",
"#2 - Added request to download the newest version of the app",
]},
{"version": "4.0.0", "changelog": ["Changed framework from gin to Echo", "Reorganized the code"]},
]
## Song names of the first soundtrack in the statistics, to show Japanese text.
const JAPANESE_SONGS: Array[String] = [
"時の回廊", "カエルのテーマ", "風の憧憬", "魔王決戦", "遥かなる時の彼方へ",
]
## The character pictures the fake server hands out.
const CHARACTERS_DIR: String = "res://characters"
## Popups in the order the tour opens them: the state name, then the popup's node. The
## state names are what the popups were first called, so screenshots taken before they
## were renamed can still be compared with new ones.
const POPUPS: Array[Array] = [
["Search", "SearchPopup"], ["SyncWindow", "SyncPopup"],
["SettingsWindow", "SettingsPopup"], ["QRWindow", "QRPopup"],
["NewCharacterSelect", "CharacterSelectPopup"], ["ShortcutsWindow", "ShortcutsPopup"],
["AboutWindow", "AboutPopup"], ["WinnerWindow", "WinnerPopup"], ["Log", "LogPopup"],
["QuizSettings", "QuizSettingsCard"],
]
var _main: Control
var _scores_before_win: Array[int] = []
var _winning_score_before_win: int = 0
func _init(main: Control) -> void:
_main = main
## Returns a fake server that answers every request the main window makes on the tour.
## Call [method FakeHttpTransport.install] before the main window is created.
static func make_server() -> FakeHttpTransport:
var server: FakeHttpTransport = FakeHttpTransport.new()
var mp3: PackedByteArray = FileAccess.get_file_as_bytes("res://tests/data/short.mp3")
server.respond_json("/music/all", SOUNDTRACKS)
server.respond_json("/music/all/order", SOUNDTRACKS)
server.respond_json("/music/list", [])
server.respond_json("/download", "1.0.0")
var characters: Array[String] = character_names()
server.respond_json("/character/list", characters)
for character_name: String in characters:
server.respond_bytes("/character?name=" + character_name.uri_encode(),
FileAccess.get_file_as_bytes(CHARACTERS_DIR.path_join(character_name)))
server.respond_bytes("/music/rand", mp3)
server.respond_bytes("/music/addQue", PackedByteArray())
server.respond_json("/music/info", SONG_INFO)
server.respond_bytes("/music/reset", PackedByteArray())
server.respond_bytes("/music/played?song=0", PackedByteArray())
server.respond_bytes("/sync", PackedByteArray())
server.respond_json("/sync/progress", SYNC_PROGRESS)
server.respond_json("/statistics/soundtracks", soundtrack_statistics())
server.respond_json("/version/history", SERVER_HISTORY)
return server
## Play statistics for every soundtrack in [constant SOUNDTRACKS], the same on every
## run. Some have never been played.
static func soundtrack_statistics() -> Array[Dictionary]:
var statistics: Array[Dictionary] = []
for i: int in SOUNDTRACKS.size():
var played: int = (i * 7) % 11
var songs: Array[Dictionary] = []
for song: int in 5:
songs.append({
"song_uuid": "song-%d-%d" % [i, song],
"soundtrack_uuid": "soundtrack-%d" % i,
"soundtrack_name": SOUNDTRACKS[i],
"song_name": JAPANESE_SONGS[song] if i == 0 else "Track %d" % (song + 1),
"times_played": maxi(0, played - song * 2),
})
var soundtrack: Dictionary = {
"soundtrack_uuid": "soundtrack-%d" % i,
"soundtrack_name": SOUNDTRACKS[i],
"soundtrack_played": played,
"songs": songs,
}
if played > 0:
soundtrack.soundtrack_last_played = "2026-09-%02dT20:00:00Z" % (i + 1)
statistics.append(soundtrack)
return statistics
## Who scored on each song of a 60-song game to 20 points, the same on every run: the
## third of [param players] wins on the last song, nobody scores on songs 21–27 and the
## others stay below 20. Needs at least three players.
static func long_game(players: Array[PlayerObject]) -> Array:
var random: RandomNumberGenerator = RandomNumberGenerator.new()
random.seed = 7
var winner: int = 2
var scores: Array[int] = []
scores.resize(players.size())
var song_scorers: Array = []
for song: int in 60:
var scorers: Array[String] = []
for index: int in players.size():
var limit: int = 19 if index == winner else 18
var chance: float = 0.36 if index == winner else 0.2 + 0.02 * index
if song < 59 && (song < 20 || song >= 27) && scores[index] < limit \
&& random.randf() < chance:
scorers.append(players[index].id)
scores[index] += 1
song_scorers.append(scorers)
song_scorers[59].append(players[winner].id)
return song_scorers
## The pictures in [constant CHARACTERS_DIR], sorted by name.
static func character_names() -> Array[String]:
var names: Array[String] = []
for file_name: String in DirAccess.get_files_at(CHARACTERS_DIR):
if file_name.ends_with(".png"):
names.append(file_name)
names.sort()
return names
## Puts Settings and Playlist in the state the tour expects. Call it before the main
## window is created.
static func prepare_autoloads() -> void:
Playlist.reset_playlist()
Playlist.first_song_played = false
Playlist.is_song_downloading = false
Settings.player_array.clear()
Settings.edit_players = false
Settings.currently_syncing = false
Settings.character_select_open = false
Settings.add_to_stats = true
Settings.hide_next_track = true
Settings.use_low_played_mode = false
Settings.winning_score = 20
# The inspiration list scrolls by itself, which would make every picture different
Settings.inspiration_list_speed = 0
## Runs the tour. [param on_state] is called (and awaited) with the name of each state
## and the popup that is open in it, or [code]null[/code] when no popup is open.
func run(on_state: Callable) -> void:
_stop_caret_blink(_main)
await _settle()
await on_state.call("startup", null)
_call("add_players")
await _settle()
await on_state.call("add_player_row", null)
_add_player("Crono")
_add_player("Marle")
_call("add_players")
await _settle()
await on_state.call("players_added", null)
_call("play_next_song")
await _settle()
_freeze_music_player()
var picture: Image = Image.new()
picture.load_png_from_buffer(
FileAccess.get_file_as_bytes(CHARACTERS_DIR.path_join(character_names()[0])))
_player_row(0).new_character_selected(ImageTexture.create_from_image(picture))
_player_row(0).add_point()
_player_row(0).add_point()
_player_row(1).add_point()
_call("show_answer_pressed")
await _settle()
_freeze_music_player()
_fix_log_times()
await _settle()
await on_state.call("playing", null)
for state_and_node: Array in POPUPS:
var popup: Node = await _open_popup(state_and_node[1])
await _settle()
await on_state.call("popup_" + state_and_node[0], popup)
_close_popup(popup)
await _settle()
var search_popup: SearchPopup = _node("SearchPopup")
search_popup.open()
search_popup.search_field.text = "lttp"
search_popup.search()
await _settle()
await on_state.call("popup_Search_typed", search_popup)
search_popup.close()
await _settle()
var sync_popup: BasePopup = _node("SyncPopup")
Settings.currently_syncing = false
sync_popup.has_synced = false
sync_popup.start_sync()
sync_popup.sync_timer.stop()
sync_popup._on_sync_timeout()
await _settle()
await on_state.call("sync_in_progress", sync_popup)
sync_popup.close()
await _settle()
await on_state.call("sync_buttons_locked", null)
_server().respond_json("/sync/progress", SYNC_RESULT)
sync_popup._on_sync_timeout()
sync_popup.open()
await _settle()
await on_state.call("sync_result", sync_popup)
sync_popup.close()
await _settle()
var top_bar: TopBar = _node("TopBar")
top_bar.show_latest_version("99.10.10")
await _settle()
await on_state.call("update_available", null)
top_bar.show_latest_version("1.0.0")
await _settle()
var statistics_view: StatisticsView = _node("StatisticsView")
_main.show_tab(&"statistics")
await _settle()
await on_state.call("statistics", statistics_view)
statistics_view.show_option.select(StatisticsView.ShowFilter.NEVER_PLAYED)
statistics_view.apply_filter()
await _settle()
await on_state.call("statistics_never_played", statistics_view)
statistics_view.show_option.select(StatisticsView.ShowFilter.ALL)
statistics_view.sort_option.select(StatisticsView.SortOrder.MOST_PLAYED)
statistics_view.apply_sort()
statistics_view.search_field.text = "chrono"
statistics_view.apply_filter()
await _settle()
await on_state.call("statistics_search", statistics_view)
var stats_popup: SoundtrackStatsPopup = _node("SoundtrackStatsPopup")
for card: SoundtrackCard in statistics_view.cards:
if card.visible:
stats_popup.show_soundtrack(card.soundtrack)
break
await _settle()
await on_state.call("popup_SoundtrackStats", stats_popup)
stats_popup.close()
_main.show_tab(&"quiz")
await _settle()
# Last, as it adds players: a long game with five players on the Winner popup
for player_name: String in ["Lucca", "Frog", "Robo"]:
_add_player(player_name)
await _settle()
var players: Array[PlayerObject] = Settings.player_array
var song_scorers: Array = long_game(players)
var history: ScoreHistory = ScoreHistory.from_songs(players, song_scorers)
for player: PlayerObject in players:
player.player_score = history.final_score(player.id)
Settings.winning_score = 20
var winner_popup: WinnerPopup = _node("WinnerPopup")
winner_popup.show_winner(players[2])
winner_popup.show_history(history)
await _settle()
await on_state.call("popup_WinnerWindow_long_game", winner_popup)
winner_popup.close()
await _settle()
## Returns where every Control and Window in [param subtree] is on screen, keyed by its
## path from [param main]: [code]{"rect": [x, y, width, height], "visible": bool}[/code].
## Nodes added at runtime without a name are keyed by their index, e.g. [code]#2[/code],
## so the keys are the same on every run.
static func dump_layout(main: Node, subtree: Node) -> Dictionary:
var layout: Dictionary = {}
var path: String = String(main.get_path_to(subtree))
_dump_node(subtree, path, layout)
return layout
static func _dump_node(node: Node, path: String, layout: Dictionary) -> void:
if node is Control:
var rect: Rect2 = (node as Control).get_global_rect()
layout[path] = {"rect": _round_rect(rect), "visible": node.is_visible_in_tree()}
elif node is Window:
var window: Window = node
layout[path] = {
"rect": _round_rect(Rect2(window.position, window.size)),
"visible": window.visible,
}
for child: Node in node.get_children():
var key: String = "#%d" % child.get_index() if "@" in child.name \
else String(child.name)
_dump_node(child, key if path == "." else path + "/" + key, layout)
static func _round_rect(rect: Rect2) -> Array[float]:
return [snappedf(rect.position.x, 0.01), snappedf(rect.position.y, 0.01),
snappedf(rect.size.x, 0.01), snappedf(rect.size.y, 0.01)]
## Finds a node of the main window by [param node_name], whether it is a direct child
## of the main window or of its Quiz or TopBar scene.
func _node(node_name: String) -> Node:
for parent: Node in [_main, _main.get_node_or_null("Quiz"),
_main.get_node_or_null("TopBar")]:
if parent != null && parent.has_node(node_name):
return parent.get_node(node_name)
push_error("UiTour: no node named " + node_name)
return null
## Calls [param method] on the players panel, the quiz or the main window, whichever
## has it first.
func _call(method: String, args: Array = []) -> Variant:
for path: String in ["Quiz/PlayersPanel", "Quiz"]:
var target: Node = _main.get_node_or_null(path)
if target != null && target.has_method(method):
return target.callv(method, args)
return _main.callv(method, args)
# A blinking text cursor would be shown in some pictures and not in others
func _stop_caret_blink(node: Node) -> void:
if node is TextEdit || node is LineEdit:
node.caret_blink = false
for child: Node in node.get_children():
_stop_caret_blink(child)
func _server() -> FakeHttpTransport:
return MusicServerClient.transport
func _settle() -> void:
for i: int in 4:
await _main.get_tree().process_frame
func _add_player(player_name: String) -> void:
(_node("PlayersPanel").get_node("VBoxContainer/AddPlayerContainer/PlayerNameField") \
as TextEdit).text = player_name
_call("add_player")
func _player_row(index: int) -> PlayerRow:
return _node("PlayersPanel").get_node(
"VBoxContainer/ScrollContainer/PlayersListVBoxContainer").get_child(index)
## Stops the song so the time and progress bar look the same on every run.
func _freeze_music_player() -> void:
var music_player: MusicPlayer = _node("MusicPlayer")
music_player.audio_player.stop()
music_player.sound_player.stop()
music_player.progress_slider.value = 0
music_player.music_time_label.text = "00:00 / 00:01"
## The log starts each row with the time of day; use a fixed time instead.
func _fix_log_times() -> void:
var log_popup: BasePopup = _node("LogPopup")
for row: ListRow in log_popup.log_box.get_children():
row.label.text = "12:00:00 " + row.label.text.substr(9)
func _open_popup(popup_name: String) -> Node:
var popup: Node = _node(popup_name)
match popup_name:
"SyncPopup":
# Opening the popup starts a sync; show the empty popup instead
popup.open()
"CharacterSelectPopup":
popup.show_grid("Crono")
"WinnerPopup":
_show_winner_after_a_game(popup)
_:
popup.open()
return popup
## Shows the Winner popup after a whole game, so the graph has something to show. The
## scores are put back afterwards by [method _close_popup].
func _show_winner_after_a_game(popup: WinnerPopup) -> void:
_scores_before_win = []
for player: PlayerObject in Settings.player_array:
_scores_before_win.append(player.player_score)
var crono: PlayerObject = Settings.player_array[0]
var marle: PlayerObject = Settings.player_array[1]
var song_scorers: Array = []
for song: int in range(1, 17):
var scorers: Array[String] = []
if song in [2, 4, 5, 10, 11, 12, 13, 16]:
scorers.append(crono.id)
if song in [1, 3, 10, 14, 15]:
scorers.append(marle.id)
song_scorers.append(scorers)
crono.player_score = 8
marle.player_score = 5
_winning_score_before_win = Settings.winning_score
Settings.winning_score = 8
popup.show_winner(crono)
popup.show_history(ScoreHistory.from_songs(Settings.player_array, song_scorers))
func _close_popup(popup: Node) -> void:
if popup is WinnerPopup:
Settings.winning_score = _winning_score_before_win
for i: int in _scores_before_win.size():
Settings.player_array[i].player_score = _scores_before_win[i]
if popup is BasePopup:
popup.close()
else:
popup.visible = false