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MusicPlayer/tests/fakes/ui_tour.gd
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Save the quiz and continue it after a restart; load characters from a folder
The quiz is saved to current_quiz.json in the config folder after every
change, and the game goes on where it was when it starts again: the
players with their points and characters, every song with who got a point
for it and whether it was played, answered or is playing, and the songs
downloaded ahead with their files. The song that was playing is ready to
play again. Songs whose files are gone are downloaded again.

On a server, the saved songs are checked against the server's playlist. If
it changed, e.g. after a sync, or another server is used, the quiz starts
over with the same players. A quiz from a music folder continues offline,
including how far a prepared quiz has come. A new game is saved like any
other change, and a file that can't be read starts a new quiz.

Characters can be read from a folder picked in Settings instead of the
server, for this session. A music folder with a characters folder brings
its own characters, e.g. for a themed quiz; that folder is not counted as
a soundtrack. When the characters come from somewhere else, players pick
their characters again.

Closes #11, closes #44
2026-10-09 18:08:50 +02:00

516 lines
19 KiB
GDScript
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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.music_folder = null
Settings.character_folder = ""
# A quiz saved by an earlier run would be continued
QuizSave.delete()
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
Settings.last_seen_version = Settings.version
# 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),
character_names()[0])
_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)
# Chrono Trigger has never been played, so the song list searches for another
statistics_view.search_field.text = "zelda"
statistics_view.set_mode(StatisticsView.Mode.SONGS)
await _settle()
await on_state.call("statistics_songs_search", statistics_view)
statistics_view.clear_search()
await _settle()
await on_state.call("statistics_songs", statistics_view)
statistics_view.search_field.text = "chrono"
statistics_view.set_mode(StatisticsView.Mode.SOUNDTRACKS)
await _settle()
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()
# Playing from a music folder: a soundtrack folder, then a prepared quiz in Settings
var music: String = _make_music_folders()
var settings_popup: SettingsPopup = _node("SettingsPopup")
# Songs are picked at random; the same picks every time keep the pictures the same
seed(1)
settings_popup.use_music_folder(music.path_join("Soundtracks"))
await _settle()
_call("play_next_song")
# A playing song is stopped first, which takes half a second
await _main.get_tree().create_timer(0.7).timeout
await _settle()
_call("show_answer_pressed")
await _settle()
await on_state.call("offline", null)
settings_popup.use_music_folder(music.path_join("Musiktävling"))
settings_popup.open()
await _settle()
await on_state.call("popup_SettingsWindow_offline", settings_popup)
settings_popup.close()
# The end of a prepared quiz, where two players share the most points
var scores: Array[int] = [7, 12, 12, 3, 9]
for index: int in Settings.player_array.size():
Settings.player_array[index].player_score = scores[index % scores.size()]
_call("show_final_winners")
var final_popup: WinnerPopup = _node("WinnerPopup")
await _settle()
await on_state.call("popup_WinnerWindow_prepared_quiz", final_popup)
final_popup.close()
settings_popup.use_server()
await _settle()
# Writes a soundtrack folder and a prepared quiz with copies of the test song, and
# returns the folder they are in
static func _make_music_folders() -> String:
var root: String = OS.get_user_data_dir().path_join("ui_tour_music")
var song: PackedByteArray = FileAccess.get_file_as_bytes("res://tests/data/short.mp3")
var files: Array[String] = [
"Soundtracks/Chrono Trigger/Corridors of Time.mp3",
"Soundtracks/Final Fantasy VI/Dancing Mad.mp3",
"Soundtracks/Secret of Mana/Into the Thick of It.mp3",
"Musiktävling/01. Opening.mp3",
"Musiktävling/02. Ace Combat 7 - Daredevil.mp3",
]
for file: String in files:
var path: String = root.path_join(file)
DirAccess.make_dir_recursive_absolute(path.get_base_dir())
FileAccess.open(path, FileAccess.WRITE).store_buffer(song)
return root
## 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 buttons' animations would otherwise be caught halfway, see ButtonBounce
for button: Button in [music_player.play_button, music_player.restart_button]:
if button.has_meta(&"button_bounce_tween"):
(button.get_meta(&"button_bounce_tween") as Tween).kill()
button.scale = Vector2.ONE
## 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