Merge branch 'master' into disable-all-mouse-buttons

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Dan Balasescu 2021-02-24 13:25:28 +09:00 committed by GitHub
commit 90e515aadd
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16 changed files with 141 additions and 29 deletions

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@ -852,6 +852,21 @@ namespace osu.Game.Tests.Beatmaps.IO
}
}
public static async Task<BeatmapSetInfo> LoadQuickOszIntoOsu(OsuGameBase osu)
{
var temp = TestResources.GetQuickTestBeatmapForImport();
var manager = osu.Dependencies.Get<BeatmapManager>();
var importedSet = await manager.Import(new ImportTask(temp));
ensureLoaded(osu);
waitForOrAssert(() => !File.Exists(temp), "Temporary file still exists after standard import", 5000);
return manager.GetAllUsableBeatmapSets().Find(beatmapSet => beatmapSet.ID == importedSet.ID);
}
public static async Task<BeatmapSetInfo> LoadOszIntoOsu(OsuGameBase osu, string path = null, bool virtualTrack = false)
{
var temp = path ?? TestResources.GetTestBeatmapForImport(virtualTrack);

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@ -52,7 +52,7 @@ namespace osu.Game.Tests.Online
{
beatmaps.AllowImport = new TaskCompletionSource<bool>();
testBeatmapFile = TestResources.GetTestBeatmapForImport();
testBeatmapFile = TestResources.GetQuickTestBeatmapForImport();
testBeatmapInfo = getTestBeatmapInfo(testBeatmapFile);
testBeatmapSet = testBeatmapInfo.BeatmapSet;

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@ -15,6 +15,28 @@ namespace osu.Game.Tests.Resources
public static Stream GetTestBeatmapStream(bool virtualTrack = false) => OpenResource($"Archives/241526 Soleily - Renatus{(virtualTrack ? "_virtual" : "")}.osz");
/// <summary>
/// Retrieve a path to a copy of a shortened (~10 second) beatmap archive with a virtual track.
/// </summary>
/// <remarks>
/// This is intended for use in tests which need to run to completion as soon as possible and don't need to test a full length beatmap.</remarks>
/// <returns>A path to a copy of a beatmap archive (osz). Should be deleted after use.</returns>
public static string GetQuickTestBeatmapForImport()
{
var tempPath = Path.GetTempFileName() + ".osz";
using (var stream = OpenResource("Archives/241526 Soleily - Renatus_virtual_quick.osz"))
using (var newFile = File.Create(tempPath))
stream.CopyTo(newFile);
Assert.IsTrue(File.Exists(tempPath));
return tempPath;
}
/// <summary>
/// Retrieve a path to a copy of a full-fledged beatmap archive.
/// </summary>
/// <param name="virtualTrack">Whether the audio track should be virtual.</param>
/// <returns>A path to a copy of a beatmap archive (osz). Should be deleted after use.</returns>
public static string GetTestBeatmapForImport(bool virtualTrack = false)
{
var tempPath = Path.GetTempFileName() + ".osz";

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@ -51,7 +51,7 @@ namespace osu.Game.Tests.Visual.Background
Dependencies.Cache(manager = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, host, Beatmap.Default));
Dependencies.Cache(new OsuConfigManager(LocalStorage));
manager.Import(TestResources.GetTestBeatmapForImport()).Wait();
manager.Import(TestResources.GetQuickTestBeatmapForImport()).Wait();
Beatmap.SetDefault();
}

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@ -38,7 +38,7 @@ namespace osu.Game.Tests.Visual.Collections
Dependencies.Cache(rulesets = new RulesetStore(ContextFactory));
Dependencies.Cache(beatmapManager = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, Audio, host, Beatmap.Default));
beatmapManager.Import(TestResources.GetTestBeatmapForImport()).Wait();
beatmapManager.Import(TestResources.GetQuickTestBeatmapForImport()).Wait();
base.Content.AddRange(new Drawable[]
{

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@ -1,6 +1,7 @@
// 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 System.Collections.Generic;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
@ -8,21 +9,17 @@ using osu.Framework.Platform;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Storyboards;
using osu.Game.Tests.Beatmaps;
using osuTK;
namespace osu.Game.Tests.Visual.Gameplay
{
[HeadlessTest] // we alter unsafe properties on the game host to test inactive window state.
public class TestScenePauseWhenInactive : OsuPlayerTestScene
{
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
{
var beatmap = (Beatmap)base.CreateBeatmap(ruleset);
beatmap.HitObjects.RemoveAll(h => h.StartTime < 30000);
return beatmap;
}
[Resolved]
private GameHost host { get; set; }
@ -33,10 +30,57 @@ namespace osu.Game.Tests.Visual.Gameplay
AddStep("resume player", () => Player.GameplayClockContainer.Start());
AddAssert("ensure not paused", () => !Player.GameplayClockContainer.IsPaused.Value);
AddStep("progress time to gameplay", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.GameplayStartTime));
AddUntilStep("wait for pause", () => Player.GameplayClockContainer.IsPaused.Value);
}
/// <summary>
/// Tests that if a pause from focus lose is performed while in pause cooldown,
/// the player will still pause after the cooldown is finished.
/// </summary>
[Test]
public void TestPauseWhileInCooldown()
{
AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10)));
AddStep("resume player", () => Player.GameplayClockContainer.Start());
AddStep("skip to gameplay", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.GameplayStartTime));
AddStep("set inactive", () => ((Bindable<bool>)host.IsActive).Value = false);
AddUntilStep("wait for pause", () => Player.GameplayClockContainer.IsPaused.Value);
AddStep("set active", () => ((Bindable<bool>)host.IsActive).Value = true);
AddStep("resume player", () => Player.Resume());
AddAssert("unpaused", () => !Player.GameplayClockContainer.IsPaused.Value);
bool pauseCooldownActive = false;
AddStep("set inactive again", () =>
{
pauseCooldownActive = Player.PauseCooldownActive;
((Bindable<bool>)host.IsActive).Value = false;
});
AddAssert("pause cooldown active", () => pauseCooldownActive);
AddUntilStep("wait for pause", () => Player.GameplayClockContainer.IsPaused.Value);
AddAssert("time of pause is after gameplay start time", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= Player.DrawableRuleset.GameplayStartTime);
}
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new TestPlayer(true, true, true);
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
{
return new Beatmap
{
HitObjects = new List<HitObject>
{
new HitCircle { StartTime = 30000 },
new HitCircle { StartTime = 35000 },
},
};
}
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
=> new TestWorkingBeatmap(beatmap, storyboard, Audio);
}
}

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@ -42,7 +42,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
{
Dependencies.Cache(rulesets = new RulesetStore(ContextFactory));
Dependencies.Cache(beatmaps = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, host, Beatmap.Default));
beatmaps.Import(TestResources.GetTestBeatmapForImport(true)).Wait();
beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()).Wait();
Add(beatmapTracker = new OnlinePlayBeatmapAvailablilityTracker
{

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@ -53,7 +53,7 @@ namespace osu.Game.Tests.Visual.Navigation
PushAndConfirm(() => new TestSongSelect());
AddStep("import beatmap", () => ImportBeatmapTest.LoadOszIntoOsu(Game, virtualTrack: true).Wait());
AddStep("import beatmap", () => ImportBeatmapTest.LoadQuickOszIntoOsu(Game).Wait());
AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
@ -61,7 +61,7 @@ namespace osu.Game.Tests.Visual.Navigation
AddStep("press enter", () => InputManager.Key(Key.Enter));
AddUntilStep("wait for player", () => (player = Game.ScreenStack.CurrentScreen as Player) != null);
AddStep("seek to end", () => beatmap().Track.Seek(beatmap().Track.Length));
AddStep("seek to end", () => player.ChildrenOfType<GameplayClockContainer>().First().Seek(beatmap().Track.Length));
AddUntilStep("wait for pass", () => (results = Game.ScreenStack.CurrentScreen as ResultsScreen) != null && results.IsLoaded);
AddStep("attempt to retry", () => results.ChildrenOfType<HotkeyRetryOverlay>().First().Action());
AddUntilStep("wait for player", () => Game.ScreenStack.CurrentScreen != player && Game.ScreenStack.CurrentScreen is Player);

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@ -42,7 +42,7 @@ namespace osu.Game.Tests.Visual.Online
ensureSoleilyRemoved();
createButtonWithBeatmap(createSoleily());
AddAssert("button state not downloaded", () => downloadButton.DownloadState == DownloadState.NotDownloaded);
AddStep("import soleily", () => beatmaps.Import(TestResources.GetTestBeatmapForImport()));
AddStep("import soleily", () => beatmaps.Import(TestResources.GetQuickTestBeatmapForImport()));
AddUntilStep("wait for beatmap import", () => beatmaps.GetAllUsableBeatmapSets().Any(b => b.OnlineBeatmapSetID == 241526));
createButtonWithBeatmap(createSoleily());
AddAssert("button state downloaded", () => downloadButton.DownloadState == DownloadState.LocallyAvailable);

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@ -38,7 +38,7 @@ namespace osu.Game.Tests.Visual.SongSelect
Dependencies.Cache(rulesets = new RulesetStore(ContextFactory));
Dependencies.Cache(beatmapManager = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, Audio, host, Beatmap.Default));
beatmapManager.Import(TestResources.GetTestBeatmapForImport()).Wait();
beatmapManager.Import(TestResources.GetQuickTestBeatmapForImport()).Wait();
base.Content.AddRange(new Drawable[]
{

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@ -84,7 +84,7 @@ namespace osu.Game.Tests.Visual.UserInterface
dependencies.Cache(beatmapManager = new BeatmapManager(LocalStorage, ContextFactory, rulesetStore, null, dependencies.Get<AudioManager>(), dependencies.Get<GameHost>(), Beatmap.Default));
dependencies.Cache(scoreManager = new ScoreManager(rulesetStore, () => beatmapManager, LocalStorage, null, ContextFactory));
beatmap = beatmapManager.Import(new ImportTask(TestResources.GetTestBeatmapForImport())).Result.Beatmaps[0];
beatmap = beatmapManager.Import(new ImportTask(TestResources.GetQuickTestBeatmapForImport())).Result.Beatmaps[0];
for (int i = 0; i < 50; i++)
{

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@ -10,6 +10,7 @@ using System.Net.Sockets;
using System.Threading;
using System.Threading.Tasks;
using Newtonsoft.Json.Linq;
using osu.Framework;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ExceptionExtensions;
using osu.Framework.Extensions.ObjectExtensions;
@ -246,7 +247,14 @@ namespace osu.Game.Online.API
this.password = password;
}
public IHubClientConnector GetHubConnector(string clientName, string endpoint) => new HubClientConnector(clientName, endpoint, this, versionHash);
public IHubClientConnector GetHubConnector(string clientName, string endpoint)
{
// disabled until the underlying runtime issue is resolved, see https://github.com/mono/mono/issues/20805.
if (RuntimeInfo.OS == RuntimeInfo.Platform.iOS)
return null;
return new HubClientConnector(clientName, endpoint, this, versionHash);
}
public RegistrationRequest.RegistrationRequestErrors CreateAccount(string email, string username, string password)
{

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@ -172,6 +172,18 @@ namespace osu.Game.Screens.Menu
return;
}
// disabled until the underlying runtime issue is resolved, see https://github.com/mono/mono/issues/20805.
if (RuntimeInfo.OS == RuntimeInfo.Platform.iOS)
{
notifications?.Post(new SimpleNotification
{
Text = "Multiplayer is temporarily unavailable on iOS as we figure out some low level issues.",
Icon = FontAwesome.Solid.AppleAlt,
});
return;
}
OnMultiplayer?.Invoke();
}

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@ -427,11 +427,18 @@ namespace osu.Game.Screens.Play
private void updatePauseOnFocusLostState()
{
if (!PauseOnFocusLost || breakTracker.IsBreakTime.Value)
if (!PauseOnFocusLost || !pausingSupportedByCurrentState || breakTracker.IsBreakTime.Value)
return;
if (gameActive.Value == false)
Pause();
{
bool paused = Pause();
// if the initial pause could not be satisfied, the pause cooldown may be active.
// reschedule the pause attempt until it can be achieved.
if (!paused)
Scheduler.AddOnce(updatePauseOnFocusLostState);
}
}
private IBeatmap loadPlayableBeatmap()
@ -674,6 +681,9 @@ namespace osu.Game.Screens.Play
private double? lastPauseActionTime;
protected bool PauseCooldownActive =>
lastPauseActionTime.HasValue && GameplayClockContainer.GameplayClock.CurrentTime < lastPauseActionTime + pause_cooldown;
/// <summary>
/// A set of conditionals which defines whether the current game state and configuration allows for
/// pausing to be attempted via <see cref="Pause"/>. If false, the game should generally exit if a user pause
@ -684,11 +694,9 @@ namespace osu.Game.Screens.Play
LoadedBeatmapSuccessfully && Configuration.AllowPause && ValidForResume
// replays cannot be paused and exit immediately
&& !DrawableRuleset.HasReplayLoaded.Value
// cannot pause if we are already in a fail state
&& !HasFailed;
private bool pauseCooldownActive =>
lastPauseActionTime.HasValue && GameplayClockContainer.GameplayClock.CurrentTime < lastPauseActionTime + pause_cooldown;
private bool canResume =>
// cannot resume from a non-paused state
GameplayClockContainer.IsPaused.Value
@ -697,12 +705,12 @@ namespace osu.Game.Screens.Play
// already resuming
&& !IsResuming;
public void Pause()
public bool Pause()
{
if (!pausingSupportedByCurrentState) return;
if (!pausingSupportedByCurrentState) return false;
if (!IsResuming && pauseCooldownActive)
return;
if (!IsResuming && PauseCooldownActive)
return false;
if (IsResuming)
{
@ -713,6 +721,7 @@ namespace osu.Game.Screens.Play
GameplayClockContainer.Stop();
PauseOverlay.Show();
lastPauseActionTime = GameplayClockContainer.GameplayClock.CurrentTime;
return true;
}
public void Resume()

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@ -34,6 +34,8 @@ namespace osu.Game.Tests.Visual
public new HealthProcessor HealthProcessor => base.HealthProcessor;
public new bool PauseCooldownActive => base.PauseCooldownActive;
public readonly List<JudgementResult> Results = new List<JudgementResult>();
public TestPlayer(bool allowPause = true, bool showResults = true, bool pauseOnFocusLost = false)