mirror of https://github.com/ppy/osu
494 lines
16 KiB
C#
494 lines
16 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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#nullable disable
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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.Bindables;
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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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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Rulesets;
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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.Skinning;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public partial class TestScenePause : OsuPlayerTestScene
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{
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protected new PausePlayer Player => (PausePlayer)base.Player;
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private readonly Container content;
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protected override Container<Drawable> Content => content;
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private bool gameplayClockAlwaysGoingForward = true;
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private double lastForwardCheckTime;
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public TestScenePause()
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{
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base.Content.Add(content = new GlobalCursorDisplay { RelativeSizeAxes = Axes.Both });
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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LocalConfig.SetValue(OsuSetting.UIHoldActivationDelay, 0.0);
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}
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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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AddStep("resume player", () => Player.GameplayClockContainer.Start());
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confirmClockRunning(true);
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}
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[Test]
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public void TestTogglePauseViaBackAction()
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{
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pauseViaBackAction();
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pauseViaBackAction();
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confirmPausedWithNoOverlay();
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}
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[Test]
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public void TestTogglePauseViaPauseGameplayAction()
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{
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pauseViaPauseGameplayAction();
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pauseViaPauseGameplayAction();
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confirmPausedWithNoOverlay();
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}
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[Test]
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public void TestForwardPlaybackGuarantee()
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{
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hookForwardPlaybackCheck();
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AddUntilStep("wait for forward playback", () => Player.GameplayClockContainer.CurrentTime > 1000);
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AddStep("seek before gameplay", () => Player.GameplayClockContainer.Seek(-5000));
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checkForwardPlayback();
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}
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[Test]
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public void TestPauseWithLargeOffset()
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{
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AddStep("force large offset", () =>
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{
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var offset = (BindableDouble)LocalConfig.GetBindable<double>(OsuSetting.AudioOffset);
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// use a large negative offset to avoid triggering a fail from forwards seeking.
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offset.MinValue = -5000;
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offset.Value = -5000;
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});
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hookForwardPlaybackCheck();
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AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10)));
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pauseAndConfirm();
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resumeAndConfirm();
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checkForwardPlayback();
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AddStep("reset offset", () => LocalConfig.SetValue(OsuSetting.AudioOffset, 0.0));
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}
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private void checkForwardPlayback() => AddAssert("time didn't go too far backwards", () => gameplayClockAlwaysGoingForward);
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private void hookForwardPlaybackCheck()
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{
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AddStep("add time forward check hook", () =>
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{
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lastForwardCheckTime = double.MinValue;
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gameplayClockAlwaysGoingForward = true;
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Player.OnUpdate += _ =>
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{
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var frameStableClock = Player.ChildrenOfType<FrameStabilityContainer>().Single().Clock;
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double currentTime = frameStableClock.CurrentTime;
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bool goingForward = currentTime >= lastForwardCheckTime;
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lastForwardCheckTime = currentTime;
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gameplayClockAlwaysGoingForward &= goingForward;
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if (!goingForward)
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Logger.Log($"Went too far backwards (last stop: {lastForwardCheckTime:N1} current: {currentTime:N1})");
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};
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});
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}
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[Test]
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public void TestPauseResume()
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{
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AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10)));
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pauseAndConfirm();
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AddAssert("player not playing", () => !Player.LocalUserPlaying.Value);
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resumeAndConfirm();
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AddAssert("continued playing forward", () => Player.LastResumeTime, () => Is.GreaterThanOrEqualTo(Player.LastPauseTime));
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AddUntilStep("player playing", () => Player.LocalUserPlaying.Value);
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}
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[Test]
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public void TestResumeWithResumeOverlay()
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{
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AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.Centre));
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AddUntilStep("wait for hitobjects", () => Player.HealthProcessor.Health.Value < 1);
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pauseAndConfirm();
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resume();
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confirmPausedWithNoOverlay();
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AddStep("click to resume", () => InputManager.Click(MouseButton.Left));
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confirmClockRunning(true);
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}
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[Test]
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public void TestPauseWithResumeOverlay()
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{
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AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.Centre));
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AddUntilStep("wait for hitobjects", () => Player.HealthProcessor.Health.Value < 1);
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pauseAndConfirm();
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resume();
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confirmPausedWithNoOverlay();
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pauseAndConfirm();
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AddUntilStep("resume overlay is not active", () => Player.DrawableRuleset.ResumeOverlay.State.Value == Visibility.Hidden);
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confirmPaused();
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confirmNotExited();
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}
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[Test]
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public void TestResumeWithResumeOverlaySkipped()
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{
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AddStep("move cursor to button", () =>
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InputManager.MoveMouseTo(Player.HUDOverlay.HoldToQuit.Children.OfType<HoldToConfirmContainer>().First().ScreenSpaceDrawQuad.Centre));
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AddUntilStep("wait for hitobjects", () => Player.HealthProcessor.Health.Value < 1);
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pauseAndConfirm();
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resumeAndConfirm();
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}
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[Test]
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public void TestUserPauseWhenPauseNotAllowed()
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{
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AddStep("disable pause support", () => Player.Configuration.AllowPause = false);
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pauseViaBackAction();
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confirmExited();
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}
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[Test]
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public void TestUserPauseDuringCooldownTooSoon()
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{
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AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10)));
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pauseAndConfirm();
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resume();
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pauseViaBackAction();
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confirmResumed();
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confirmNotExited();
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}
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[Test]
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public void TestQuickExitDuringCooldownTooSoon()
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{
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AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10)));
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pauseAndConfirm();
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resume();
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exitViaQuickExitAction();
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confirmResumed();
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AddAssert("exited", () => !Player.IsCurrentScreen());
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}
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[Test]
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public void TestExitSoonAfterResumeSucceeds()
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{
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AddStep("seek before gameplay", () => Player.GameplayClockContainer.Seek(-5000));
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pauseAndConfirm();
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resume();
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AddStep("exit quick", () => Player.Exit());
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confirmResumed();
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AddAssert("exited", () => !Player.IsCurrentScreen());
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}
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[Test]
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public void TestPauseAfterFail()
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{
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddUntilStep("fail overlay shown", () => Player.FailOverlayVisible);
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confirmClockRunning(false);
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AddStep("pause via forced pause", () => Player.Pause());
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confirmPausedWithNoOverlay();
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AddAssert("fail overlay still shown", () => Player.FailOverlayVisible);
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exitAndConfirm();
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}
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[Test]
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public void TestExitFromFailedGameplayAfterFailAnimation()
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{
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddUntilStep("wait for fail overlay shown", () => Player.FailOverlayVisible);
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confirmClockRunning(false);
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pauseViaBackAction();
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confirmExited();
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}
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[Test]
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public void TestExitFromFailedGameplayDuringFailAnimation()
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{
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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// will finish the fail animation and show the fail/pause screen.
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pauseViaBackAction();
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AddAssert("fail overlay shown", () => Player.FailOverlayVisible);
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// will actually exit.
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pauseViaBackAction();
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confirmExited();
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}
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[Test]
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public void TestQuickRetryFromFailedGameplay()
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{
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddStep("quick retry", () => Player.GameplayClockContainer.ChildrenOfType<HotkeyRetryOverlay>().First().Action?.Invoke());
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confirmExited();
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}
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[Test]
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public void TestQuickExitFromFailedGameplay()
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{
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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exitViaQuickExitAction();
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confirmExited();
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}
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[Test]
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public void TestExitFromGameplay()
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{
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// an externally triggered exit should immediately exit, skipping all pause logic.
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AddStep("exit", () => Player.Exit());
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confirmExited();
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}
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[Test]
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public void TestQuickExitFromGameplay()
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{
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exitViaQuickExitAction();
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confirmExited();
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}
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[Test]
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public void TestExitViaHoldToExit()
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{
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AddStep("exit", () =>
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{
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InputManager.MoveMouseTo(Player.HUDOverlay.HoldToQuit.First(c => c is HoldToConfirmContainer));
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InputManager.PressButton(MouseButton.Left);
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});
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confirmPaused();
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AddStep("release", () => InputManager.ReleaseButton(MouseButton.Left));
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exitAndConfirm();
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}
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[Test]
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public void TestExitFromPause()
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{
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pauseAndConfirm();
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exitAndConfirm();
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}
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[Test]
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public void TestRestartAfterResume()
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{
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AddStep("seek before gameplay", () => Player.GameplayClockContainer.Seek(-5000));
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pauseAndConfirm();
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resumeAndConfirm();
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restart();
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confirmExited();
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}
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[Test]
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public void TestPauseSoundLoop()
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{
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AddStep("seek before gameplay", () => Player.GameplayClockContainer.Seek(-5000));
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SkinnableSound getLoop() => Player.ChildrenOfType<PauseOverlay>().FirstOrDefault()?.ChildrenOfType<SkinnableSound>().FirstOrDefault();
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pauseAndConfirm();
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AddAssert("loop is playing", () => getLoop().IsPlaying);
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resumeAndConfirm();
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AddUntilStep("loop is stopped", () => !getLoop().IsPlaying);
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AddUntilStep("pause again", () =>
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{
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Player.Pause();
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return !Player.GameplayClockContainer.IsRunning;
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});
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AddAssert("loop is playing", () => getLoop().IsPlaying);
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resumeAndConfirm();
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AddUntilStep("loop is stopped", () => !getLoop().IsPlaying);
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}
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private void pauseAndConfirm()
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{
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pauseViaBackAction();
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confirmPaused();
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}
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private void resumeAndConfirm()
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{
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resume();
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confirmResumed();
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}
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private void exitAndConfirm()
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{
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confirmNotExited();
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AddStep("exit", () => Player.Exit());
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confirmExited();
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confirmNoTrackAdjustments();
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}
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private void confirmPaused()
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{
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confirmClockRunning(false);
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confirmNotExited();
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AddAssert("player not failed", () => !Player.GameplayState.HasFailed);
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AddAssert("pause overlay shown", () => Player.PauseOverlayVisible);
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}
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private void confirmResumed()
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{
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confirmClockRunning(true);
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confirmPauseOverlayShown(false);
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}
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private void confirmPausedWithNoOverlay()
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{
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confirmClockRunning(false);
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confirmPauseOverlayShown(false);
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}
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private void confirmExited() => AddUntilStep("player exited", () => !Player.IsCurrentScreen());
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private void confirmNotExited() => AddAssert("player not exited", () => Player.IsCurrentScreen());
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private void confirmNoTrackAdjustments()
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{
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AddUntilStep("track has no adjustments", () => Beatmap.Value.Track.AggregateFrequency.Value, () => Is.EqualTo(1));
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}
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private void restart() => AddStep("restart", () => Player.Restart());
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private void pauseViaBackAction() => AddStep("press escape", () => InputManager.Key(Key.Escape));
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private void pauseViaPauseGameplayAction() => AddStep("press middle mouse", () => InputManager.Click(MouseButton.Middle));
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private void exitViaQuickExitAction() => AddStep("press ctrl-tilde", () =>
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{
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InputManager.PressKey(Key.ControlLeft);
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InputManager.PressKey(Key.Tilde);
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InputManager.ReleaseKey(Key.Tilde);
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InputManager.ReleaseKey(Key.ControlLeft);
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});
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private void resume() => AddStep("resume", () => Player.Resume());
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private void confirmPauseOverlayShown(bool isShown) =>
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AddAssert("pause overlay " + (isShown ? "shown" : "hidden"), () => Player.PauseOverlayVisible == isShown);
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private void confirmClockRunning(bool isRunning) =>
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AddUntilStep("clock " + (isRunning ? "running" : "stopped"), () =>
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{
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bool completed = Player.GameplayClockContainer.IsRunning == isRunning;
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if (completed)
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{
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}
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return completed;
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});
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protected override bool AllowFail => true;
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new PausePlayer();
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protected partial class PausePlayer : TestPlayer
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{
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public double LastPauseTime { get; private set; }
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public double LastResumeTime { get; private set; }
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public bool FailOverlayVisible => FailOverlay.State.Value == Visibility.Visible;
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public bool PauseOverlayVisible => PauseOverlay.State.Value == Visibility.Visible;
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public override void OnEntering(ScreenTransitionEvent e)
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{
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base.OnEntering(e);
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GameplayClockContainer.Stop();
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}
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private bool? isRunning;
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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if (GameplayClockContainer.IsRunning != isRunning)
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{
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isRunning = GameplayClockContainer.IsRunning;
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if (isRunning.Value)
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LastResumeTime = GameplayClockContainer.CurrentTime;
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else
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LastPauseTime = GameplayClockContainer.CurrentTime;
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}
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}
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}
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}
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}
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