osu/osu.Game.Tests/Gameplay/TestSceneMasterGameplayCloc...

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using NUnit.Framework;
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using osu.Framework.Testing;
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using osu.Game.Rulesets.Osu;
using osu.Game.Screens.Play;
using osu.Game.Tests.Visual;
namespace osu.Game.Tests.Gameplay
{
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[HeadlessTest]
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public class TestSceneMasterGameplayClockContainer : OsuTestScene
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{
[Test]
public void TestStartThenElapsedTime()
{
GameplayClockContainer gcc = null;
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AddStep("create container", () =>
{
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
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working.LoadTrack();
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Add(gcc = new MasterGameplayClockContainer(working, 0));
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});
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AddStep("start clock", () => gcc.Start());
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AddUntilStep("elapsed greater than zero", () => gcc.GameplayClock.ElapsedFrameTime > 0);
}
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[Test]
public void TestElapseThenReset()
{
GameplayClockContainer gcc = null;
AddStep("create container", () =>
{
var working = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
working.LoadTrack();
Add(gcc = new MasterGameplayClockContainer(working, 0));
});
AddStep("start clock", () => gcc.Start());
AddUntilStep("current time greater 2000", () => gcc.GameplayClock.CurrentTime > 2000);
double timeAtReset = 0;
AddStep("reset clock", () =>
{
timeAtReset = gcc.GameplayClock.CurrentTime;
gcc.Reset();
});
AddAssert("current time < time at reset", () => gcc.GameplayClock.CurrentTime < timeAtReset);
}
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}
}