// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Linq; using System.Threading; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using osu.Framework.Input; using osu.Framework.Testing; using osu.Framework.Timing; using osu.Framework.Utils; using osu.Game.Beatmaps; using osu.Game.Rulesets; using osu.Game.Rulesets.Difficulty; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Legacy; using osu.Game.Rulesets.UI; using osuTK; using osuTK.Graphics; namespace osu.Game.Tests.Visual.Gameplay { public class TestScenePoolingRuleset : OsuTestScene { private const double time_between_objects = 1000; private TestDrawablePoolingRuleset drawableRuleset; [Test] public void TestReusedWithHitObjectsSpacedFarApart() { ManualClock clock = null; createTest(new Beatmap { HitObjects = { new HitObject(), new HitObject { StartTime = time_between_objects } } }, 1, () => new FramedClock(clock = new ManualClock())); DrawableTestHitObject firstObject = null; AddUntilStep("first object shown", () => this.ChildrenOfType().SingleOrDefault()?.HitObject == drawableRuleset.Beatmap.HitObjects[0]); AddStep("get DHO", () => firstObject = this.ChildrenOfType().Single()); AddStep("fast forward to second object", () => clock.CurrentTime = drawableRuleset.Beatmap.HitObjects[1].StartTime); AddUntilStep("second object shown", () => this.ChildrenOfType().SingleOrDefault()?.HitObject == drawableRuleset.Beatmap.HitObjects[1]); AddAssert("DHO reused", () => this.ChildrenOfType().Single() == firstObject); } [Test] public void TestNotReusedWithHitObjectsSpacedClose() { ManualClock clock = null; createTest(new Beatmap { HitObjects = { new HitObject(), new HitObject { StartTime = 250 } } }, 2, () => new FramedClock(clock = new ManualClock())); AddStep("fast forward to second object", () => clock.CurrentTime = drawableRuleset.Beatmap.HitObjects[1].StartTime); AddUntilStep("two DHOs shown", () => this.ChildrenOfType().Count() == 2); AddAssert("DHOs have different hitobjects", () => this.ChildrenOfType().ElementAt(0).HitObject != this.ChildrenOfType().ElementAt(1).HitObject); } [Test] public void TestManyHitObjects() { var beatmap = new Beatmap(); for (int i = 0; i < 500; i++) beatmap.HitObjects.Add(new HitObject { StartTime = i * 10 }); createTest(beatmap, 100); AddUntilStep("any DHOs shown", () => this.ChildrenOfType().Any()); AddUntilStep("no DHOs shown", () => !this.ChildrenOfType().Any()); } private void createTest(IBeatmap beatmap, int poolSize, Func createClock = null) => AddStep("create test", () => { var ruleset = new TestPoolingRuleset(); drawableRuleset = (TestDrawablePoolingRuleset)ruleset.CreateDrawableRulesetWith(CreateWorkingBeatmap(beatmap).GetPlayableBeatmap(ruleset.RulesetInfo)); drawableRuleset.FrameStablePlayback = true; drawableRuleset.PoolSize = poolSize; Child = new Container { RelativeSizeAxes = Axes.Both, Clock = createClock?.Invoke() ?? new FramedOffsetClock(Clock, false) { Offset = -Clock.CurrentTime }, Child = drawableRuleset }; }); #region Ruleset private class TestPoolingRuleset : Ruleset { public override IEnumerable GetModsFor(ModType type) => throw new NotImplementedException(); public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList mods = null) => new TestDrawablePoolingRuleset(this, beatmap, mods); public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new TestBeatmapConverter(beatmap, this); public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => throw new NotImplementedException(); public override string Description { get; } = string.Empty; public override string ShortName { get; } = string.Empty; } private class TestDrawablePoolingRuleset : DrawableRuleset { public int PoolSize; public TestDrawablePoolingRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList mods = null) : base(ruleset, beatmap, mods) { } [BackgroundDependencyLoader] private void load() { RegisterPool(PoolSize); } protected override HitObjectLifetimeEntry CreateLifetimeEntry(TestHitObject hitObject) => new TestHitObjectLifetimeEntry(hitObject); protected override PassThroughInputManager CreateInputManager() => new PassThroughInputManager(); protected override Playfield CreatePlayfield() => new TestPlayfield(); private class TestHitObjectLifetimeEntry : HitObjectLifetimeEntry { public TestHitObjectLifetimeEntry(HitObject hitObject) : base(hitObject) { } protected override double InitialLifetimeOffset => 0; } } private class TestPlayfield : Playfield { public TestPlayfield() { AddInternal(HitObjectContainer); } protected override GameplayCursorContainer CreateCursor() => null; } private class TestBeatmapConverter : BeatmapConverter { public TestBeatmapConverter(IBeatmap beatmap, Ruleset ruleset) : base(beatmap, ruleset) { } public override bool CanConvert() => true; protected override IEnumerable ConvertHitObject(HitObject original, IBeatmap beatmap, CancellationToken cancellationToken) { yield return new TestHitObject { StartTime = original.StartTime, Duration = 250 }; } } #endregion #region HitObject private class TestHitObject : ConvertHitObject { public double EndTime => StartTime + Duration; public double Duration { get; set; } } private class DrawableTestHitObject : DrawableHitObject { public DrawableTestHitObject() : base(null) { Anchor = Anchor.Centre; Origin = Anchor.Centre; Position = new Vector2(RNG.Next(-200, 200), RNG.Next(-200, 200)); Size = new Vector2(50, 50); Colour = new Color4(RNG.NextSingle(), RNG.NextSingle(), RNG.NextSingle(), 1f); } [BackgroundDependencyLoader] private void load() { AddInternal(new Circle { RelativeSizeAxes = Axes.Both, }); } protected override void CheckForResult(bool userTriggered, double timeOffset) { if (timeOffset > HitObject.Duration) ApplyResult(r => r.Type = r.Judgement.MaxResult); } protected override void UpdateHitStateTransforms(ArmedState state) { base.UpdateHitStateTransforms(state); switch (state) { case ArmedState.Hit: case ArmedState.Miss: this.FadeOut(250); break; } } } #endregion } }