osu/osu.Game.Tests/Visual/Gameplay/TestScenePoolingRuleset.cs

246 lines
8.6 KiB
C#

// 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;
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<DrawableTestHitObject>().SingleOrDefault()?.HitObject == drawableRuleset.Beatmap.HitObjects[0]);
AddStep("get DHO", () => firstObject = this.ChildrenOfType<DrawableTestHitObject>().Single());
AddStep("fast forward to second object", () => clock.CurrentTime = drawableRuleset.Beatmap.HitObjects[1].StartTime);
AddUntilStep("second object shown", () => this.ChildrenOfType<DrawableTestHitObject>().SingleOrDefault()?.HitObject == drawableRuleset.Beatmap.HitObjects[1]);
AddAssert("DHO reused", () => this.ChildrenOfType<DrawableTestHitObject>().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<DrawableTestHitObject>().Count() == 2);
AddAssert("DHOs have different hitobjects",
() => this.ChildrenOfType<DrawableTestHitObject>().ElementAt(0).HitObject != this.ChildrenOfType<DrawableTestHitObject>().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<DrawableTestHitObject>().Any());
AddUntilStep("no DHOs shown", () => !this.ChildrenOfType<DrawableTestHitObject>().Any());
}
private void createTest(IBeatmap beatmap, int poolSize, Func<IFrameBasedClock> 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<Mod> GetModsFor(ModType type) => throw new NotImplementedException();
public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> 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<TestHitObject>
{
public int PoolSize;
public TestDrawablePoolingRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
: base(ruleset, beatmap, mods)
{
}
[BackgroundDependencyLoader]
private void load()
{
RegisterPool<TestHitObject, DrawableTestHitObject>(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<TestHitObject>
{
public TestBeatmapConverter(IBeatmap beatmap, Ruleset ruleset)
: base(beatmap, ruleset)
{
}
public override bool CanConvert() => true;
protected override IEnumerable<TestHitObject> 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<TestHitObject>
{
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
}
}