mirror of
https://github.com/ppy/osu
synced 2025-02-16 10:07:11 +00:00
Rewrite tests to not rely on realtime clock
Definitely faster, hopefully more reliable too.
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parent
63a0ea5410
commit
1818a84034
@ -5,6 +5,8 @@ using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Input;
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using osu.Framework.Screens;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Configuration;
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@ -14,39 +16,24 @@ using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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using osu.Game.Storyboards;
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using osu.Game.Tests.Visual;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Osu.Tests.Mods
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{
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public partial class TestSceneOsuModTouchDevice : PlayerTestScene
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public partial class TestSceneOsuModTouchDevice : RateAdjustedBeatmapTestScene
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{
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[Resolved]
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private SessionStatics statics { get; set; } = null!;
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protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
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private ScoreAccessibleSoloPlayer currentPlayer = null!;
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private readonly ManualClock manualClock = new ManualClock { Rate = 0 };
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) =>
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new OsuBeatmap
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{
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HitObjects =
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{
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new HitCircle
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{
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Position = OsuPlayfield.BASE_SIZE / 2,
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StartTime = 0,
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},
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new HitCircle
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{
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Position = OsuPlayfield.BASE_SIZE / 2,
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StartTime = 5000,
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},
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},
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Breaks =
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{
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new BreakPeriod(2000, 3000)
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}
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};
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null)
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=> new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(manualClock), Audio);
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[BackgroundDependencyLoader]
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private void load()
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@ -63,103 +50,154 @@ namespace osu.Game.Rulesets.Osu.Tests.Mods
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[Test]
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public void TestUserAlreadyHasTouchDeviceActive()
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{
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loadPlayer();
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// it is presumed that a previous screen (i.e. song select) will set this up
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AddStep("set up touchscreen user", () =>
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{
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Player.Score.ScoreInfo.Mods = Player.Score.ScoreInfo.Mods.Append(new OsuModTouchDevice()).ToArray();
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currentPlayer.Score.ScoreInfo.Mods = currentPlayer.Score.ScoreInfo.Mods.Append(new OsuModTouchDevice()).ToArray();
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statics.SetValue(Static.TouchInputActive, true);
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});
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AddUntilStep("wait until 0 near", () => Player.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(0).Within(500));
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AddStep("slow down", () => Player.GameplayClockContainer.AdjustmentsFromMods.Frequency.Value = 0.2);
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AddUntilStep("wait until 0", () => Player.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(0));
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AddStep("seek to 0", () => currentPlayer.GameplayClockContainer.Seek(0));
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AddUntilStep("wait until 0", () => currentPlayer.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(0));
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AddStep("touch circle", () =>
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{
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var touch = new Touch(TouchSource.Touch1, Player.DrawableRuleset.Playfield.ScreenSpaceDrawQuad.Centre);
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var touch = new Touch(TouchSource.Touch1, currentPlayer.DrawableRuleset.Playfield.ScreenSpaceDrawQuad.Centre);
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InputManager.BeginTouch(touch);
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InputManager.EndTouch(touch);
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});
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AddAssert("touch device mod activated", () => Player.Score.ScoreInfo.Mods, () => Has.One.InstanceOf<OsuModTouchDevice>());
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AddAssert("touch device mod activated", () => currentPlayer.Score.ScoreInfo.Mods, () => Has.One.InstanceOf<OsuModTouchDevice>());
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}
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[Test]
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public void TestTouchDuringBreak()
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{
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AddUntilStep("wait until 2000 near", () => Player.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(2000).Within(500));
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AddStep("slow down", () => Player.GameplayClockContainer.AdjustmentsFromMods.Frequency.Value = 0.2);
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AddUntilStep("wait until 2000", () => Player.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(2000));
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loadPlayer();
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AddStep("seek to 2000", () => currentPlayer.GameplayClockContainer.Seek(2000));
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AddUntilStep("wait until 2000", () => currentPlayer.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(2000));
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AddStep("touch playfield", () =>
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{
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var touch = new Touch(TouchSource.Touch1, Player.DrawableRuleset.Playfield.ScreenSpaceDrawQuad.Centre);
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var touch = new Touch(TouchSource.Touch1, currentPlayer.DrawableRuleset.Playfield.ScreenSpaceDrawQuad.Centre);
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InputManager.BeginTouch(touch);
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InputManager.EndTouch(touch);
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});
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AddAssert("touch device mod not activated", () => Player.Score.ScoreInfo.Mods, () => Has.None.InstanceOf<OsuModTouchDevice>());
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AddAssert("touch device mod not activated", () => currentPlayer.Score.ScoreInfo.Mods, () => Has.None.InstanceOf<OsuModTouchDevice>());
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}
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[Test]
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public void TestTouchMiss()
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{
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loadPlayer();
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// ensure mouse is active (and that it's not suppressed due to touches in previous tests)
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AddStep("click mouse", () => InputManager.Click(MouseButton.Left));
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AddUntilStep("wait until 200 near", () => Player.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(200).Within(500));
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AddStep("slow down", () => Player.GameplayClockContainer.AdjustmentsFromMods.Frequency.Value = 0.2);
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AddUntilStep("wait until 200", () => Player.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(200));
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AddStep("seek to 200", () => currentPlayer.GameplayClockContainer.Seek(200));
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AddUntilStep("wait until 200", () => currentPlayer.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(200));
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AddStep("touch playfield", () =>
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{
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var touch = new Touch(TouchSource.Touch1, Player.DrawableRuleset.Playfield.ScreenSpaceDrawQuad.Centre);
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var touch = new Touch(TouchSource.Touch1, currentPlayer.DrawableRuleset.Playfield.ScreenSpaceDrawQuad.Centre);
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InputManager.BeginTouch(touch);
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InputManager.EndTouch(touch);
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});
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AddAssert("touch device mod activated", () => Player.Score.ScoreInfo.Mods, () => Has.One.InstanceOf<OsuModTouchDevice>());
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AddAssert("touch device mod activated", () => currentPlayer.Score.ScoreInfo.Mods, () => Has.One.InstanceOf<OsuModTouchDevice>());
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}
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[Test]
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public void TestIncompatibleModActive()
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{
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loadPlayer();
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// this is only a veneer of enabling autopilot as having it actually active from the start is annoying to make happen
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// given the tests' structure.
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AddStep("enable autopilot", () => Player.Score.ScoreInfo.Mods = new Mod[] { new OsuModAutopilot() });
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AddStep("enable autopilot", () => currentPlayer.Score.ScoreInfo.Mods = new Mod[] { new OsuModAutopilot() });
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AddUntilStep("wait until 0 near", () => Player.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(0).Within(500));
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AddStep("slow down", () => Player.GameplayClockContainer.AdjustmentsFromMods.Frequency.Value = 0.2);
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AddUntilStep("wait until 0", () => Player.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(0));
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AddStep("seek to 0", () => currentPlayer.GameplayClockContainer.Seek(0));
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AddUntilStep("wait until 0", () => currentPlayer.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(0));
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AddStep("touch playfield", () =>
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{
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var touch = new Touch(TouchSource.Touch1, Player.DrawableRuleset.Playfield.ScreenSpaceDrawQuad.Centre);
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var touch = new Touch(TouchSource.Touch1, currentPlayer.DrawableRuleset.Playfield.ScreenSpaceDrawQuad.Centre);
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InputManager.BeginTouch(touch);
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InputManager.EndTouch(touch);
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});
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AddAssert("touch device mod not activated", () => Player.Score.ScoreInfo.Mods, () => Has.None.InstanceOf<OsuModTouchDevice>());
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AddAssert("touch device mod not activated", () => currentPlayer.Score.ScoreInfo.Mods, () => Has.None.InstanceOf<OsuModTouchDevice>());
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}
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[Test]
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public void TestSecondObjectTouched()
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{
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loadPlayer();
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// ensure mouse is active (and that it's not suppressed due to touches in previous tests)
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AddStep("click mouse", () => InputManager.Click(MouseButton.Left));
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AddUntilStep("wait until 0 near", () => Player.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(0).Within(500));
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AddStep("slow down", () => Player.GameplayClockContainer.AdjustmentsFromMods.Frequency.Value = 0.2);
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AddUntilStep("wait until 0", () => Player.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(0));
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AddStep("seek to 0", () => currentPlayer.GameplayClockContainer.Seek(0));
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AddUntilStep("wait until 0", () => currentPlayer.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(0));
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AddStep("click circle", () =>
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{
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InputManager.MoveMouseTo(Player.DrawableRuleset.Playfield.ScreenSpaceDrawQuad.Centre);
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InputManager.MoveMouseTo(currentPlayer.DrawableRuleset.Playfield.ScreenSpaceDrawQuad.Centre);
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InputManager.Click(MouseButton.Left);
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});
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AddAssert("touch device mod not activated", () => Player.Score.ScoreInfo.Mods, () => Has.None.InstanceOf<OsuModTouchDevice>());
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AddAssert("touch device mod not activated", () => currentPlayer.Score.ScoreInfo.Mods, () => Has.None.InstanceOf<OsuModTouchDevice>());
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AddStep("speed back up", () => Player.GameplayClockContainer.AdjustmentsFromMods.Frequency.Value = 1);
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AddUntilStep("wait until 5000 near", () => Player.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(5000).Within(500));
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AddStep("slow down", () => Player.GameplayClockContainer.AdjustmentsFromMods.Frequency.Value = 0.2);
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AddUntilStep("wait until 5000", () => Player.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(5000));
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AddStep("seek to 5000", () => currentPlayer.GameplayClockContainer.Seek(5000));
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AddUntilStep("wait until 5000", () => currentPlayer.GameplayClockContainer.CurrentTime, () => Is.GreaterThanOrEqualTo(5000));
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AddStep("touch playfield", () =>
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{
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var touch = new Touch(TouchSource.Touch1, Player.DrawableRuleset.Playfield.ScreenSpaceDrawQuad.Centre);
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var touch = new Touch(TouchSource.Touch1, currentPlayer.DrawableRuleset.Playfield.ScreenSpaceDrawQuad.Centre);
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InputManager.BeginTouch(touch);
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InputManager.EndTouch(touch);
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});
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AddAssert("touch device mod activated", () => Player.Score.ScoreInfo.Mods, () => Has.One.InstanceOf<OsuModTouchDevice>());
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AddAssert("touch device mod activated", () => currentPlayer.Score.ScoreInfo.Mods, () => Has.One.InstanceOf<OsuModTouchDevice>());
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}
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private void loadPlayer()
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{
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AddStep("load player", () =>
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{
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Beatmap.Value = CreateWorkingBeatmap(new OsuBeatmap
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{
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HitObjects =
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{
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new HitCircle
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{
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Position = OsuPlayfield.BASE_SIZE / 2,
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StartTime = 0,
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},
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new HitCircle
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{
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Position = OsuPlayfield.BASE_SIZE / 2,
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StartTime = 5000,
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},
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},
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Breaks =
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{
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new BreakPeriod(2000, 3000)
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}
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});
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var p = new ScoreAccessibleSoloPlayer();
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LoadScreen(currentPlayer = p);
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});
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AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
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AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
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}
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private partial class ScoreAccessibleSoloPlayer : SoloPlayer
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{
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public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
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public new DrawableRuleset DrawableRuleset => base.DrawableRuleset;
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protected override bool PauseOnFocusLost => false;
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public ScoreAccessibleSoloPlayer()
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: base(new PlayerConfiguration
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{
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AllowPause = false,
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ShowResults = false,
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})
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{
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}
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}
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}
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}
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