mirror of https://github.com/ppy/osu
Add flag to allow backwards seeks in tests
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3a780e2b67
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4184a5c1ef
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@ -34,7 +34,9 @@ public partial class TestSceneTimingBasedNoteColouring : OsuTestScene
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("setup hierarchy", () => Child = new Container
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AddStep("setup hierarchy", () =>
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{
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Child = new Container
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{
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Clock = new FramedClock(clock = new ManualClock()),
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RelativeSizeAxes = Axes.Both,
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@ -44,6 +46,9 @@ public void SetUpSteps()
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{
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drawableRuleset = (DrawableManiaRuleset)Ruleset.Value.CreateInstance().CreateDrawableRulesetWith(createTestBeatmap())
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}
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};
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drawableRuleset.AllowBackwardsSeeks = true;
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});
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AddStep("retrieve config bindable", () =>
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{
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@ -100,6 +100,7 @@ public override event Action<JudgementResult> RevertResult
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public override Container FrameStableComponents { get; }
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public override IFrameStableClock FrameStableClock { get; }
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internal override bool FrameStablePlayback { get; set; }
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public override bool AllowBackwardsSeeks { get; set; }
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public override IReadOnlyList<Mod> Mods { get; }
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public override double GameplayStartTime { get; }
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@ -29,6 +29,8 @@ public partial class TestSceneCompletionCancellation : OsuPlayerTestScene
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protected override bool AllowFail => false;
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protected override bool AllowBackwardsSeeks => true;
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[SetUpSteps]
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public override void SetUpSteps()
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{
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@ -131,6 +131,9 @@ public void TestRatePreservedWhenTimeNotProgressing()
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private void createStabilityContainer(double gameplayStartTime = double.MinValue) => AddStep("create container", () =>
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mainContainer.Child = new FrameStabilityContainer(gameplayStartTime)
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{
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AllowBackwardsSeeks = true,
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}
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.WithChild(consumer = new ClockConsumingChild()));
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private void seekManualTo(double time) => AddStep($"seek manual clock to {time}", () => manualClock.CurrentTime = time);
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@ -16,6 +16,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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public partial class TestSceneGameplaySamplePlayback : PlayerTestScene
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{
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protected override bool AllowBackwardsSeeks => true;
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[Test]
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public void TestAllSamplesStopDuringSeek()
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{
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@ -28,6 +28,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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public partial class TestSceneGameplaySampleTriggerSource : PlayerTestScene
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{
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protected override bool AllowBackwardsSeeks => true;
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private TestGameplaySampleTriggerSource sampleTriggerSource = null!;
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protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
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@ -288,6 +288,7 @@ public override event Action<JudgementResult> RevertResult
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public override Container FrameStableComponents { get; }
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public override IFrameStableClock FrameStableClock { get; }
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internal override bool FrameStablePlayback { get; set; }
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public override bool AllowBackwardsSeeks { get; set; }
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public override IReadOnlyList<Mod> Mods { get; }
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public override double GameplayStartTime { get; }
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@ -269,6 +269,7 @@ private void createTest(IBeatmap beatmap, int poolSize, Func<IFrameBasedClock> c
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drawableRuleset = (TestDrawablePoolingRuleset)ruleset.CreateDrawableRulesetWith(CreateWorkingBeatmap(beatmap).GetPlayableBeatmap(ruleset.RulesetInfo));
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drawableRuleset.FrameStablePlayback = true;
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drawableRuleset.AllowBackwardsSeeks = true;
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drawableRuleset.PoolSize = poolSize;
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Child = new Container
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@ -31,6 +31,8 @@ public partial class TestSceneStoryboardWithOutro : PlayerTestScene
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{
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protected override bool HasCustomSteps => true;
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protected override bool AllowBackwardsSeeks => true;
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protected new OutroPlayer Player => (OutroPlayer)base.Player;
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private double currentBeatmapDuration;
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@ -81,6 +81,19 @@ public abstract partial class DrawableRuleset<TObject> : DrawableRuleset, IProvi
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public override IFrameStableClock FrameStableClock => frameStabilityContainer;
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private bool allowBackwardsSeeks;
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public override bool AllowBackwardsSeeks
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{
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get => allowBackwardsSeeks;
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set
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{
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allowBackwardsSeeks = value;
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if (frameStabilityContainer != null)
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frameStabilityContainer.AllowBackwardsSeeks = value;
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}
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}
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private bool frameStablePlayback = true;
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internal override bool FrameStablePlayback
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@ -178,6 +191,7 @@ private void load(CancellationToken? cancellationToken)
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InternalChild = frameStabilityContainer = new FrameStabilityContainer(GameplayStartTime)
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{
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FrameStablePlayback = FrameStablePlayback,
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AllowBackwardsSeeks = AllowBackwardsSeeks,
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Children = new Drawable[]
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{
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FrameStableComponents,
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@ -463,6 +477,12 @@ public abstract partial class DrawableRuleset : CompositeDrawable
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/// </summary>
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internal abstract bool FrameStablePlayback { get; set; }
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/// <summary>
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/// When a replay is not attached, we usually block any backwards seeks.
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/// This will bypass the check. Should only be used for tests.
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/// </summary>
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public abstract bool AllowBackwardsSeeks { get; set; }
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/// <summary>
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/// The mods which are to be applied.
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/// </summary>
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@ -6,7 +6,6 @@
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Development;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Logging;
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@ -26,6 +25,8 @@ public sealed partial class FrameStabilityContainer : Container, IHasReplayHandl
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{
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public ReplayInputHandler? ReplayInputHandler { get; set; }
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public bool AllowBackwardsSeeks { get; set; }
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/// <summary>
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/// The number of CPU milliseconds to spend at most during seek catch-up.
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/// </summary>
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@ -157,7 +158,7 @@ private void updateClock()
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//
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// It basically says that "while we're running in frame stable mode, and don't have a replay attached,
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// time should never go backwards". If it does, we stop running gameplay until it returns to normal.
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if (!hasReplayAttached && FrameStablePlayback && proposedTime > referenceClock.CurrentTime && !DebugUtils.IsNUnitRunning)
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if (!hasReplayAttached && FrameStablePlayback && proposedTime > referenceClock.CurrentTime && !AllowBackwardsSeeks)
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{
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Logger.Log($"Denying backwards seek during gameplay (reference: {referenceClock.CurrentTime:N2} stable: {proposedTime:N2})");
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state = PlaybackState.NotValid;
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@ -70,10 +70,20 @@ protected void CreateTest([CanBeNull] Action action = null)
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AddStep($"Load player for {CreatePlayerRuleset().Description}", LoadPlayer);
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AddUntilStep("player loaded", () => Player.IsLoaded && Player.Alpha == 1);
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if (AllowBackwardsSeeks)
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{
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AddStep("allow backwards seeking", () =>
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{
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Player.DrawableRuleset.AllowBackwardsSeeks = AllowBackwardsSeeks;
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});
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}
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}
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protected virtual bool AllowFail => false;
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protected virtual bool AllowBackwardsSeeks => false;
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protected virtual bool Autoplay => false;
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protected void LoadPlayer() => LoadPlayer(Array.Empty<Mod>());
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@ -126,6 +136,6 @@ protected override void Dispose(bool isDisposing)
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protected sealed override Ruleset CreateRuleset() => CreatePlayerRuleset();
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protected virtual TestPlayer CreatePlayer(Ruleset ruleset) => new TestPlayer(false, false);
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protected virtual TestPlayer CreatePlayer(Ruleset ruleset) => new TestPlayer(false, false, AllowBackwardsSeeks);
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}
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}
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