mirror of
https://github.com/ppy/osu
synced 2024-12-12 09:58:22 +00:00
300 lines
11 KiB
C#
300 lines
11 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 System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Threading.Tasks;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Platform;
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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.Database;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Tests.Beatmaps;
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using osuTK;
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namespace osu.Game.Tests.Visual
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{
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public abstract class OsuTestScene : TestScene
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{
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[Cached(typeof(Bindable<WorkingBeatmap>))]
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[Cached(typeof(IBindable<WorkingBeatmap>))]
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private OsuTestBeatmap beatmap;
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protected BindableBeatmap Beatmap => beatmap;
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[Cached]
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[Cached(typeof(IBindable<RulesetInfo>))]
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protected readonly Bindable<RulesetInfo> Ruleset = new Bindable<RulesetInfo>();
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[Cached]
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[Cached(Type = typeof(IBindable<IReadOnlyList<Mod>>))]
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protected readonly Bindable<IReadOnlyList<Mod>> Mods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
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protected new DependencyContainer Dependencies { get; private set; }
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private readonly Lazy<Storage> localStorage;
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protected Storage LocalStorage => localStorage.Value;
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private readonly Lazy<DatabaseContextFactory> contextFactory;
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protected DatabaseContextFactory ContextFactory => contextFactory.Value;
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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// This is the earliest we can get OsuGameBase, which is used by the dummy working beatmap to find textures
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var working = new DummyWorkingBeatmap(parent.Get<AudioManager>(), parent.Get<TextureStore>());
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beatmap = new OsuTestBeatmap(working)
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{
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Default = working
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};
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return Dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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}
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protected OsuTestScene()
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{
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localStorage = new Lazy<Storage>(() => new NativeStorage($"{GetType().Name}-{Guid.NewGuid()}"));
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contextFactory = new Lazy<DatabaseContextFactory>(() =>
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{
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var factory = new DatabaseContextFactory(LocalStorage);
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factory.ResetDatabase();
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using (var usage = factory.Get())
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usage.Migrate();
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return factory;
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});
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}
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[Resolved]
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private AudioManager audio { get; set; }
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protected virtual IBeatmap CreateBeatmap(RulesetInfo ruleset) => new TestBeatmap(ruleset);
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protected WorkingBeatmap CreateWorkingBeatmap(RulesetInfo ruleset) =>
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CreateWorkingBeatmap(CreateBeatmap(ruleset));
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protected virtual WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap) =>
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new ClockBackedTestWorkingBeatmap(beatmap, Clock, audio);
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[BackgroundDependencyLoader]
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private void load(RulesetStore rulesets)
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{
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Ruleset.Value = rulesets.AvailableRulesets.First();
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (beatmap?.Value.TrackLoaded == true)
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beatmap.Value.Track.Stop();
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if (contextFactory.IsValueCreated)
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contextFactory.Value.ResetDatabase();
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if (localStorage.IsValueCreated)
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{
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try
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{
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localStorage.Value.DeleteDirectory(".");
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}
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catch
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{
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// we don't really care if this fails; it will just leave folders lying around from test runs.
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}
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}
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}
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protected override ITestSceneTestRunner CreateRunner() => new OsuTestSceneTestRunner();
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public class ClockBackedTestWorkingBeatmap : TestWorkingBeatmap
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{
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private readonly Track track;
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private readonly TrackVirtualStore store;
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/// <summary>
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/// Create an instance which creates a <see cref="TestBeatmap"/> for the provided ruleset when requested.
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/// </summary>
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/// <param name="ruleset">The target ruleset.</param>
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/// <param name="referenceClock">A clock which should be used instead of a stopwatch for virtual time progression.</param>
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/// <param name="audio">Audio manager. Required if a reference clock isn't provided.</param>
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public ClockBackedTestWorkingBeatmap(RulesetInfo ruleset, IFrameBasedClock referenceClock, AudioManager audio)
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: this(new TestBeatmap(ruleset), referenceClock, audio)
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{
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}
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/// <summary>
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/// Create an instance which provides the <see cref="IBeatmap"/> when requested.
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/// </summary>
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/// <param name="beatmap">The beatmap</param>
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/// <param name="referenceClock">An optional clock which should be used instead of a stopwatch for virtual time progression.</param>
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/// <param name="audio">Audio manager. Required if a reference clock isn't provided.</param>
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/// <param name="length">The length of the returned virtual track.</param>
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public ClockBackedTestWorkingBeatmap(IBeatmap beatmap, IFrameBasedClock referenceClock, AudioManager audio, double length = 60000)
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: base(beatmap)
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{
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if (referenceClock != null)
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{
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store = new TrackVirtualStore(referenceClock);
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audio.AddItem(store);
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track = store.GetVirtual(length);
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}
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else
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track = audio?.Tracks.GetVirtual(length);
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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store?.Dispose();
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}
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protected override Track GetTrack() => track;
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public class TrackVirtualStore : AudioCollectionManager<Track>, ITrackStore
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{
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private readonly IFrameBasedClock referenceClock;
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public TrackVirtualStore(IFrameBasedClock referenceClock)
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{
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this.referenceClock = referenceClock;
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}
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public Track Get(string name) => throw new NotImplementedException();
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public Task<Track> GetAsync(string name) => throw new NotImplementedException();
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public Stream GetStream(string name) => throw new NotImplementedException();
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public IEnumerable<string> GetAvailableResources() => throw new NotImplementedException();
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public Track GetVirtual(double length = Double.PositiveInfinity)
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{
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var track = new TrackVirtualManual(referenceClock) { Length = length };
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AddItem(track);
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return track;
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}
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}
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/// <summary>
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/// A virtual track which tracks a reference clock.
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/// </summary>
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public class TrackVirtualManual : Track
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{
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private readonly IFrameBasedClock referenceClock;
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private readonly ManualClock clock = new ManualClock();
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private bool running;
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/// <summary>
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/// Local offset added to the reference clock to resolve correct time.
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/// </summary>
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private double offset;
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public TrackVirtualManual(IFrameBasedClock referenceClock)
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{
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this.referenceClock = referenceClock;
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Length = double.PositiveInfinity;
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}
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public override bool Seek(double seek)
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{
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offset = MathHelper.Clamp(seek, 0, Length);
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lastReferenceTime = null;
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return offset == seek;
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}
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public override void Start()
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{
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running = true;
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}
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public override void Reset()
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{
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Seek(0);
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base.Reset();
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}
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public override void Stop()
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{
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if (running)
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{
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running = false;
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// on stopping, the current value should be transferred out of the clock, as we can no longer rely on
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// the referenceClock (which will still be counting time).
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offset = clock.CurrentTime;
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lastReferenceTime = null;
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}
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}
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public override bool IsRunning => running;
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private double? lastReferenceTime;
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public override double CurrentTime => clock.CurrentTime;
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protected override void UpdateState()
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{
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base.UpdateState();
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if (running)
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{
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double refTime = referenceClock.CurrentTime;
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if (!lastReferenceTime.HasValue)
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{
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// if the clock just started running, the current value should be transferred to the offset
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// (to zero the progression of time).
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offset -= refTime;
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}
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lastReferenceTime = refTime;
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}
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clock.CurrentTime = Math.Min((lastReferenceTime ?? 0) + offset, Length);
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if (CurrentTime >= Length)
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{
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Stop();
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RaiseCompleted();
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}
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}
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}
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}
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public class OsuTestSceneTestRunner : OsuGameBase, ITestSceneTestRunner
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{
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private TestSceneTestRunner.TestRunner runner;
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protected override void LoadAsyncComplete()
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{
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// this has to be run here rather than LoadComplete because
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// TestScene.cs is checking the IsLoaded state (on another thread) and expects
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// the runner to be loaded at that point.
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Add(runner = new TestSceneTestRunner.TestRunner());
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}
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public void RunTestBlocking(TestScene test) => runner.RunTestBlocking(test);
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}
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private class OsuTestBeatmap : BindableBeatmap
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{
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public OsuTestBeatmap(WorkingBeatmap defaultValue)
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: base(defaultValue)
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{
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}
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}
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}
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}
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