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https://github.com/ppy/osu
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126 lines
3.9 KiB
C#
126 lines
3.9 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Scoring;
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using osu.Game.Screens.Ranking;
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using osu.Game.Storyboards;
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using osuTK;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneCompletionCancellation : OsuPlayerTestScene
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{
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[Resolved]
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private AudioManager audio { get; set; }
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private int resultsDisplayWaitCount =>
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(int)((Screens.Play.Player.RESULTS_DISPLAY_DELAY / TimePerAction) * 2);
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protected override bool AllowFail => false;
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[SetUpSteps]
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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// Ensure track has actually running before attempting to seek
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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}
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[Test]
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public void TestCancelCompletionOnRewind()
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{
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complete();
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cancel();
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checkNoRanking();
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}
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[Test]
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public void TestReCompleteAfterCancellation()
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{
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complete();
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cancel();
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complete();
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AddUntilStep("attempted to push ranking", () => ((FakeRankingPushPlayer)Player).ResultsCreated);
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}
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/// <summary>
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/// Tests whether can still pause after cancelling completion by reverting <see cref="IScreen.ValidForResume"/> back to true.
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/// </summary>
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[Test]
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public void TestCanPauseAfterCancellation()
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{
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complete();
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cancel();
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AddStep("pause", () => Player.Pause());
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AddAssert("paused successfully", () => Player.GameplayClockContainer.IsPaused.Value);
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checkNoRanking();
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}
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private void complete()
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{
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AddStep("seek to completion", () => Beatmap.Value.Track.Seek(5000));
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AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
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}
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private void cancel()
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{
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AddStep("rewind to cancel", () => Beatmap.Value.Track.Seek(4000));
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AddUntilStep("completion cleared by processor", () => !Player.ScoreProcessor.HasCompleted.Value);
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}
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private void checkNoRanking()
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{
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// wait to ensure there was no attempt of pushing the results screen.
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AddWaitStep("wait", resultsDisplayWaitCount);
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AddAssert("no attempt to push ranking", () => !((FakeRankingPushPlayer)Player).ResultsCreated);
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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(new ManualClock { Rate = 1 }), audio);
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
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{
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var beatmap = new Beatmap();
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for (int i = 1; i <= 19; i++)
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{
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beatmap.HitObjects.Add(new HitCircle
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{
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Position = new Vector2(256, 192),
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StartTime = i * 250,
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});
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}
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return beatmap;
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}
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new FakeRankingPushPlayer();
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public class FakeRankingPushPlayer : TestPlayer
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{
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public bool ResultsCreated { get; private set; }
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protected override ResultsScreen CreateResults(ScoreInfo score)
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{
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var results = base.CreateResults(score);
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ResultsCreated = true;
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return results;
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}
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}
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}
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}
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