mirror of https://github.com/ppy/osu
891 lines
37 KiB
C#
891 lines
37 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.Runtime.CompilerServices;
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using System.Text;
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using NUnit.Framework;
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using osu.Framework.Extensions;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Replays;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Scoring.Legacy;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Visual;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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public partial class TestSceneLegacyHitPolicy : RateAdjustedBeatmapTestScene
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{
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private readonly OsuHitWindows referenceHitWindows;
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/// <summary>
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/// This is provided as a convenience for testing note lock behaviour against osu!stable.
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/// Setting this field to a non-null path will cause beatmap files and replays used in all test cases
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/// to be exported to disk so that they can be cross-checked against stable.
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/// </summary>
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private readonly string? exportLocation = null;
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public TestSceneLegacyHitPolicy()
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{
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referenceHitWindows = new OsuHitWindows();
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referenceHitWindows.SetDifficulty(0);
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}
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/// <summary>
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/// Tests clicking a future circle before the first circle's start time, while the first circle HAS NOT been judged.
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/// </summary>
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[Test]
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public void TestClickSecondCircleBeforeFirstCircleTime()
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{
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const double time_first_circle = 1500;
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const double time_second_circle = 1600;
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Vector2 positionFirstCircle = Vector2.Zero;
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Vector2 positionSecondCircle = new Vector2(80);
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var hitObjects = new List<OsuHitObject>
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{
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new HitCircle
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{
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StartTime = time_first_circle,
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Position = positionFirstCircle
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},
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new HitCircle
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{
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StartTime = time_second_circle,
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Position = positionSecondCircle
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}
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_first_circle - 100, Position = positionSecondCircle, Actions = { OsuAction.LeftButton } }
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});
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addJudgementAssert(hitObjects[0], HitResult.Miss);
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addJudgementAssert(hitObjects[1], HitResult.Miss);
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// note lock prevented the object from being hit, so the judgement offset should be very late.
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addJudgementOffsetAssert(hitObjects[0], referenceHitWindows.WindowFor(HitResult.Meh));
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addClickActionAssert(0, ClickAction.Shake);
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}
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/// <summary>
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/// Tests clicking a future circle at the first circle's start time, while the first circle HAS NOT been judged.
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/// </summary>
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[Test]
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public void TestClickSecondCircleAtFirstCircleTime()
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{
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const double time_first_circle = 1500;
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const double time_second_circle = 1600;
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Vector2 positionFirstCircle = Vector2.Zero;
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Vector2 positionSecondCircle = new Vector2(80);
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var hitObjects = new List<OsuHitObject>
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{
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new HitCircle
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{
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StartTime = time_first_circle,
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Position = positionFirstCircle
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},
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new HitCircle
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{
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StartTime = time_second_circle,
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Position = positionSecondCircle
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}
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_first_circle, Position = positionSecondCircle, Actions = { OsuAction.LeftButton } }
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});
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addJudgementAssert(hitObjects[0], HitResult.Miss);
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addJudgementAssert(hitObjects[1], HitResult.Miss);
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// note lock prevented the object from being hit, so the judgement offset should be very late.
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addJudgementOffsetAssert(hitObjects[0], referenceHitWindows.WindowFor(HitResult.Meh));
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addClickActionAssert(0, ClickAction.Shake);
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}
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/// <summary>
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/// Tests clicking a future circle after the first circle's start time, while the first circle HAS NOT been judged.
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/// </summary>
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[Test]
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public void TestClickSecondCircleAfterFirstCircleTime()
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{
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const double time_first_circle = 1500;
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const double time_second_circle = 1600;
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Vector2 positionFirstCircle = Vector2.Zero;
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Vector2 positionSecondCircle = new Vector2(80);
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var hitObjects = new List<OsuHitObject>
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{
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new HitCircle
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{
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StartTime = time_first_circle,
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Position = positionFirstCircle
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},
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new HitCircle
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{
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StartTime = time_second_circle,
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Position = positionSecondCircle
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}
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_first_circle + 100, Position = positionSecondCircle, Actions = { OsuAction.LeftButton } }
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});
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addJudgementAssert(hitObjects[0], HitResult.Miss);
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addJudgementAssert(hitObjects[1], HitResult.Miss);
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// note lock prevented the object from being hit, so the judgement offset should be very late.
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addJudgementOffsetAssert(hitObjects[0], referenceHitWindows.WindowFor(HitResult.Meh));
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addClickActionAssert(0, ClickAction.Shake);
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}
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/// <summary>
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/// Tests clicking a future circle before the first circle's start time, while the first circle HAS been judged.
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/// </summary>
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[Test]
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public void TestClickSecondCircleBeforeFirstCircleTimeWithFirstCircleJudged()
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{
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const double time_first_circle = 1500;
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const double time_second_circle = 1600;
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Vector2 positionFirstCircle = Vector2.Zero;
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Vector2 positionSecondCircle = new Vector2(80);
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var hitObjects = new List<OsuHitObject>
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{
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new HitCircle
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{
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StartTime = time_first_circle,
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Position = positionFirstCircle
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},
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new HitCircle
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{
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StartTime = time_second_circle,
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Position = positionSecondCircle
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}
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_first_circle - 190, Position = positionFirstCircle, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_first_circle - 90, Position = positionSecondCircle, Actions = { OsuAction.RightButton } }
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});
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addJudgementAssert(hitObjects[0], HitResult.Meh);
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addJudgementAssert(hitObjects[1], HitResult.Meh);
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addJudgementOffsetAssert(hitObjects[0], -190); // time_first_circle - 190
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addJudgementOffsetAssert(hitObjects[1], -190); // time_second_circle - first_circle_time - 90
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addClickActionAssert(0, ClickAction.Hit);
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addClickActionAssert(1, ClickAction.Hit);
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}
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/// <summary>
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/// Tests clicking a future circle after the first circle's start time, while the first circle HAS been judged.
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/// </summary>
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[Test]
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public void TestClickSecondCircleAfterFirstCircleTimeWithFirstCircleJudged()
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{
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const double time_first_circle = 1500;
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const double time_second_circle = 1600;
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Vector2 positionFirstCircle = Vector2.Zero;
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Vector2 positionSecondCircle = new Vector2(80);
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var hitObjects = new List<OsuHitObject>
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{
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new HitCircle
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{
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StartTime = time_first_circle,
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Position = positionFirstCircle
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},
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new HitCircle
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{
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StartTime = time_second_circle,
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Position = positionSecondCircle
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}
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_first_circle - 190, Position = positionFirstCircle, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_first_circle, Position = positionSecondCircle, Actions = { OsuAction.RightButton } }
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});
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addJudgementAssert(hitObjects[0], HitResult.Meh);
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addJudgementAssert(hitObjects[1], HitResult.Ok);
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addJudgementOffsetAssert(hitObjects[0], -190); // time_first_circle - 190
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addJudgementOffsetAssert(hitObjects[1], -100); // time_second_circle - first_circle_time
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addClickActionAssert(0, ClickAction.Hit);
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addClickActionAssert(1, ClickAction.Hit);
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}
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/// <summary>
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/// Tests clicking a future circle after a slider's start time, but hitting the slider head and all slider ticks.
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/// </summary>
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[Test]
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public void TestHitCircleBeforeSliderHead()
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{
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const double time_slider = 1500;
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const double time_circle = 1510;
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Vector2 positionCircle = Vector2.Zero;
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Vector2 positionSlider = new Vector2(80);
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var hitObjects = new List<OsuHitObject>
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{
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new HitCircle
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{
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StartTime = time_circle,
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Position = positionCircle
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},
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new Slider
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{
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StartTime = time_slider,
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Position = positionSlider,
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Path = new SliderPath(PathType.Linear, new[]
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{
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Vector2.Zero,
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new Vector2(50, 0),
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})
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}
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_slider, Position = positionCircle, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_slider + 10, Position = positionSlider, Actions = { OsuAction.RightButton } }
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});
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addJudgementAssert(hitObjects[0], HitResult.Great);
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addJudgementAssert(hitObjects[1], HitResult.Great);
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addJudgementAssert("slider head", () => ((Slider)hitObjects[1]).HeadCircle, HitResult.LargeTickHit);
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addJudgementAssert("slider tick", () => ((Slider)hitObjects[1]).NestedHitObjects[1] as SliderTick, HitResult.LargeTickHit);
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addClickActionAssert(0, ClickAction.Hit);
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addClickActionAssert(1, ClickAction.Hit);
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}
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/// <summary>
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/// Tests clicking hitting future slider ticks before a circle.
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/// </summary>
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[Test]
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public void TestHitSliderTicksBeforeCircle()
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{
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const double time_slider = 1500;
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const double time_circle = 1510;
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Vector2 positionCircle = Vector2.Zero;
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Vector2 positionSlider = new Vector2(30);
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var hitObjects = new List<OsuHitObject>
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{
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new HitCircle
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{
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StartTime = time_circle,
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Position = positionCircle
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},
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new Slider
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{
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StartTime = time_slider,
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Position = positionSlider,
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Path = new SliderPath(PathType.Linear, new[]
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{
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Vector2.Zero,
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new Vector2(50, 0),
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})
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}
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_slider, Position = positionSlider, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_circle + referenceHitWindows.WindowFor(HitResult.Meh) - 100, Position = positionCircle, Actions = { OsuAction.RightButton } },
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new OsuReplayFrame { Time = time_circle + referenceHitWindows.WindowFor(HitResult.Meh) - 90, Position = positionSlider, Actions = { OsuAction.LeftButton } },
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});
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addJudgementAssert(hitObjects[0], HitResult.Ok);
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addJudgementAssert(hitObjects[1], HitResult.Great);
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addJudgementAssert("slider head", () => ((Slider)hitObjects[1]).HeadCircle, HitResult.LargeTickHit);
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addJudgementAssert("slider tick", () => ((Slider)hitObjects[1]).NestedHitObjects[1] as SliderTick, HitResult.LargeTickHit);
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addClickActionAssert(0, ClickAction.Hit);
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addClickActionAssert(1, ClickAction.Hit);
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}
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/// <summary>
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/// Tests clicking a future circle before a spinner.
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/// </summary>
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[Test]
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public void TestHitCircleBeforeSpinner()
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{
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const double time_spinner = 1500;
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const double time_circle = 1600;
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Vector2 positionCircle = Vector2.Zero;
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var hitObjects = new List<OsuHitObject>
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{
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new TestSpinner
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{
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StartTime = time_spinner,
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Position = new Vector2(256, 192),
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EndTime = time_spinner + 1000,
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},
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new HitCircle
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{
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StartTime = time_circle,
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Position = positionCircle
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},
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_spinner - 90, Position = positionCircle, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_spinner + 10, Position = new Vector2(236, 192), Actions = { OsuAction.RightButton } },
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new OsuReplayFrame { Time = time_spinner + 20, Position = new Vector2(256, 172), Actions = { OsuAction.RightButton } },
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new OsuReplayFrame { Time = time_spinner + 30, Position = new Vector2(276, 192), Actions = { OsuAction.RightButton } },
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new OsuReplayFrame { Time = time_spinner + 40, Position = new Vector2(256, 212), Actions = { OsuAction.RightButton } },
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new OsuReplayFrame { Time = time_spinner + 50, Position = new Vector2(236, 192), Actions = { OsuAction.RightButton } },
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});
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addJudgementAssert(hitObjects[0], HitResult.Great);
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addJudgementAssert(hitObjects[1], HitResult.Meh);
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addClickActionAssert(0, ClickAction.Hit);
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}
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[Test]
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public void TestHitSliderHeadBeforeHitCircle()
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{
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const double time_circle = 1000;
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const double time_slider = 1200;
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Vector2 positionCircle = Vector2.Zero;
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Vector2 positionSlider = new Vector2(80);
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var hitObjects = new List<OsuHitObject>
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{
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new HitCircle
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{
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StartTime = time_circle,
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Position = positionCircle
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},
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new Slider
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{
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StartTime = time_slider,
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Position = positionSlider,
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Path = new SliderPath(PathType.Linear, new[]
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{
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Vector2.Zero,
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new Vector2(25, 0),
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})
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}
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_circle - 100, Position = positionSlider, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_circle, Position = positionCircle, Actions = { OsuAction.RightButton } },
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new OsuReplayFrame { Time = time_slider, Position = positionSlider, Actions = { OsuAction.LeftButton } },
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});
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addJudgementAssert(hitObjects[0], HitResult.Great);
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addJudgementAssert(hitObjects[1], HitResult.Great);
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addClickActionAssert(0, ClickAction.Shake);
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addClickActionAssert(1, ClickAction.Hit);
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addClickActionAssert(2, ClickAction.Hit);
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}
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[Test]
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public void TestOverlappingSliders()
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{
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const double time_first_slider = 1000;
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const double time_second_slider = 1200;
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Vector2 positionFirstSlider = new Vector2(100, 50);
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Vector2 positionSecondSlider = new Vector2(100, 80);
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var midpoint = (positionFirstSlider + positionSecondSlider) / 2;
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var hitObjects = new List<OsuHitObject>
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{
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new Slider
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{
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StartTime = time_first_slider,
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Position = positionFirstSlider,
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Path = new SliderPath(PathType.Linear, new[]
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{
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Vector2.Zero,
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new Vector2(25, 0),
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})
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},
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new Slider
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{
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StartTime = time_second_slider,
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Position = positionSecondSlider,
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Path = new SliderPath(PathType.Linear, new[]
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{
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Vector2.Zero,
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new Vector2(25, 0),
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})
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}
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_first_slider, Position = midpoint, Actions = { OsuAction.RightButton } },
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new OsuReplayFrame { Time = time_first_slider + 25, Position = midpoint, Actions = { OsuAction.LeftButton, OsuAction.RightButton } },
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new OsuReplayFrame { Time = time_first_slider + 50, Position = midpoint },
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new OsuReplayFrame { Time = time_second_slider, Position = positionSecondSlider + new Vector2(0, 10), Actions = { OsuAction.LeftButton } },
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});
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addJudgementAssert(hitObjects[0], HitResult.Ok);
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addJudgementAssert(hitObjects[1], HitResult.Great);
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addClickActionAssert(0, ClickAction.Hit);
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addClickActionAssert(1, ClickAction.Hit);
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}
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[Test]
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public void TestStacksDoNotShake()
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{
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const double time_stack_start = 1000;
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Vector2 position = new Vector2(80);
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var hitObjects = Enumerable.Range(0, 20).Select(i => new HitCircle
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{
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StartTime = time_stack_start + i * 100,
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Position = position
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}).Cast<OsuHitObject>().ToList();
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_stack_start - 450, Position = new Vector2(55), Actions = { OsuAction.LeftButton } },
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});
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addClickActionAssert(0, ClickAction.Ignore);
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}
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[Test]
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public void TestAutopilotReducesHittableRange()
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{
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const double time_circle = 1500;
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Vector2 positionCircle = Vector2.Zero;
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var hitObjects = new List<OsuHitObject>
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{
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new HitCircle
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{
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StartTime = time_circle,
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Position = positionCircle
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},
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_circle - 250, Position = positionCircle, Actions = { OsuAction.LeftButton } }
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}, new Mod[] { new OsuModAutopilot() });
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addJudgementAssert(hitObjects[0], HitResult.Miss);
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|
// note lock prevented the object from being hit, so the judgement offset should be very late.
|
|
addJudgementOffsetAssert(hitObjects[0], referenceHitWindows.WindowFor(HitResult.Meh));
|
|
addClickActionAssert(0, ClickAction.Shake);
|
|
}
|
|
|
|
[Test]
|
|
public void TestInputDoesNotFallThroughOverlappingSliders()
|
|
{
|
|
const double time_first_slider = 1000;
|
|
const double time_second_slider = 1250;
|
|
Vector2 positionFirstSlider = new Vector2(100, 50);
|
|
Vector2 positionSecondSlider = new Vector2(100, 80);
|
|
var midpoint = (positionFirstSlider + positionSecondSlider) / 2;
|
|
|
|
var hitObjects = new List<OsuHitObject>
|
|
{
|
|
new Slider
|
|
{
|
|
StartTime = time_first_slider,
|
|
Position = positionFirstSlider,
|
|
Path = new SliderPath(PathType.Linear, new[]
|
|
{
|
|
Vector2.Zero,
|
|
new Vector2(25, 0),
|
|
})
|
|
},
|
|
new Slider
|
|
{
|
|
StartTime = time_second_slider,
|
|
Position = positionSecondSlider,
|
|
Path = new SliderPath(PathType.Linear, new[]
|
|
{
|
|
Vector2.Zero,
|
|
new Vector2(25, 0),
|
|
})
|
|
}
|
|
};
|
|
|
|
performTest(hitObjects, new List<ReplayFrame>
|
|
{
|
|
new OsuReplayFrame { Time = time_first_slider, Position = midpoint, Actions = { OsuAction.RightButton } },
|
|
new OsuReplayFrame { Time = time_first_slider + 25, Position = midpoint, Actions = { OsuAction.LeftButton } },
|
|
new OsuReplayFrame { Time = time_first_slider + 50, Position = midpoint },
|
|
});
|
|
|
|
addJudgementAssert(hitObjects[0], HitResult.Ok);
|
|
addJudgementOffsetAssert("first slider head", () => ((Slider)hitObjects[0]).HeadCircle, 0);
|
|
addJudgementAssert(hitObjects[1], HitResult.Miss);
|
|
// the slider head of the first slider prevents the second slider's head from being hit, so the judgement offset should be very late.
|
|
// this is not strictly done by the hit policy implementation itself (see `OsuModClassic.blockInputToObjectsUnderSliderHead()`),
|
|
// but we're testing this here anyways to just keep everything related to input handling and note lock in one place.
|
|
addJudgementOffsetAssert("second slider head", () => ((Slider)hitObjects[1]).HeadCircle, referenceHitWindows.WindowFor(HitResult.Meh));
|
|
addClickActionAssert(0, ClickAction.Hit);
|
|
}
|
|
|
|
[Test]
|
|
public void TestOverlappingSlidersDontBlockEachOtherWhenFullyJudged()
|
|
{
|
|
const double time_first_slider = 1000;
|
|
const double time_second_slider = 1600;
|
|
Vector2 positionFirstSlider = new Vector2(100, 50);
|
|
Vector2 positionSecondSlider = new Vector2(100, 80);
|
|
var midpoint = (positionFirstSlider + positionSecondSlider) / 2;
|
|
|
|
var hitObjects = new List<OsuHitObject>
|
|
{
|
|
new Slider
|
|
{
|
|
StartTime = time_first_slider,
|
|
Position = positionFirstSlider,
|
|
Path = new SliderPath(PathType.Linear, new[]
|
|
{
|
|
Vector2.Zero,
|
|
new Vector2(25, 0),
|
|
})
|
|
},
|
|
new Slider
|
|
{
|
|
StartTime = time_second_slider,
|
|
Position = positionSecondSlider,
|
|
Path = new SliderPath(PathType.Linear, new[]
|
|
{
|
|
Vector2.Zero,
|
|
new Vector2(25, 0),
|
|
})
|
|
}
|
|
};
|
|
|
|
performTest(hitObjects, new List<ReplayFrame>
|
|
{
|
|
new OsuReplayFrame { Time = time_first_slider, Position = midpoint, Actions = { OsuAction.RightButton } },
|
|
new OsuReplayFrame { Time = time_first_slider + 25, Position = midpoint },
|
|
// this frame doesn't do anything on lazer, but is REQUIRED for correct playback on stable,
|
|
// because stable during replay playback only updates game state _when it encounters a replay frame_
|
|
new OsuReplayFrame { Time = 1250, Position = midpoint },
|
|
new OsuReplayFrame { Time = time_second_slider + 50, Position = midpoint, Actions = { OsuAction.LeftButton } },
|
|
new OsuReplayFrame { Time = time_second_slider + 75, Position = midpoint },
|
|
});
|
|
|
|
addJudgementAssert(hitObjects[0], HitResult.Ok);
|
|
addJudgementOffsetAssert("first slider head", () => ((Slider)hitObjects[0]).HeadCircle, 0);
|
|
addJudgementAssert(hitObjects[1], HitResult.Ok);
|
|
addJudgementOffsetAssert("second slider head", () => ((Slider)hitObjects[1]).HeadCircle, 50);
|
|
addClickActionAssert(0, ClickAction.Hit);
|
|
addClickActionAssert(1, ClickAction.Hit);
|
|
}
|
|
|
|
[Test]
|
|
public void TestOverlappingHitCirclesDontBlockEachOtherWhenBothVisible()
|
|
{
|
|
const double time_first_circle = 1000;
|
|
const double time_second_circle = 1200;
|
|
Vector2 positionFirstCircle = new Vector2(100);
|
|
Vector2 positionSecondCircle = new Vector2(120);
|
|
var midpoint = (positionFirstCircle + positionSecondCircle) / 2;
|
|
|
|
var hitObjects = new List<OsuHitObject>
|
|
{
|
|
new HitCircle
|
|
{
|
|
StartTime = time_first_circle,
|
|
Position = positionFirstCircle,
|
|
},
|
|
new HitCircle
|
|
{
|
|
StartTime = time_second_circle,
|
|
Position = positionSecondCircle,
|
|
},
|
|
};
|
|
|
|
performTest(hitObjects, new List<ReplayFrame>
|
|
{
|
|
new OsuReplayFrame { Time = time_first_circle, Position = midpoint, Actions = { OsuAction.LeftButton } },
|
|
new OsuReplayFrame { Time = time_first_circle + 25, Position = midpoint },
|
|
new OsuReplayFrame { Time = time_first_circle + 50, Position = midpoint, Actions = { OsuAction.RightButton } },
|
|
});
|
|
|
|
addJudgementAssert(hitObjects[0], HitResult.Great);
|
|
addJudgementOffsetAssert(hitObjects[0], 0);
|
|
|
|
addJudgementAssert(hitObjects[1], HitResult.Meh);
|
|
addJudgementOffsetAssert(hitObjects[1], -150);
|
|
}
|
|
|
|
[Test]
|
|
public void TestOverlappingHitCirclesDontBlockEachOtherWhenFullyFadedOut()
|
|
{
|
|
const double time_first_circle = 1000;
|
|
const double time_second_circle = 1200;
|
|
const double time_third_circle = 1400;
|
|
Vector2 positionFirstCircle = new Vector2(100);
|
|
Vector2 positionSecondCircle = new Vector2(200);
|
|
|
|
var hitObjects = new List<OsuHitObject>
|
|
{
|
|
new HitCircle
|
|
{
|
|
StartTime = time_first_circle,
|
|
Position = positionFirstCircle,
|
|
},
|
|
new HitCircle
|
|
{
|
|
StartTime = time_second_circle,
|
|
Position = positionSecondCircle,
|
|
},
|
|
new HitCircle
|
|
{
|
|
StartTime = time_third_circle,
|
|
Position = positionFirstCircle,
|
|
},
|
|
};
|
|
|
|
performTest(hitObjects, new List<ReplayFrame>
|
|
{
|
|
new OsuReplayFrame { Time = time_first_circle, Position = positionFirstCircle, Actions = { OsuAction.LeftButton } },
|
|
new OsuReplayFrame { Time = time_first_circle + 50, Position = positionFirstCircle },
|
|
new OsuReplayFrame { Time = time_second_circle - 50, Position = positionSecondCircle },
|
|
new OsuReplayFrame { Time = time_second_circle, Position = positionSecondCircle, Actions = { OsuAction.LeftButton } },
|
|
new OsuReplayFrame { Time = time_second_circle + 50, Position = positionSecondCircle },
|
|
new OsuReplayFrame { Time = time_third_circle - 50, Position = positionFirstCircle },
|
|
new OsuReplayFrame { Time = time_third_circle, Position = positionFirstCircle, Actions = { OsuAction.LeftButton } },
|
|
new OsuReplayFrame { Time = time_third_circle + 50, Position = positionFirstCircle },
|
|
});
|
|
|
|
addJudgementAssert(hitObjects[0], HitResult.Great);
|
|
addJudgementOffsetAssert(hitObjects[0], 0);
|
|
|
|
addJudgementAssert(hitObjects[1], HitResult.Great);
|
|
addJudgementOffsetAssert(hitObjects[1], 0);
|
|
|
|
addJudgementAssert(hitObjects[2], HitResult.Great);
|
|
addJudgementOffsetAssert(hitObjects[2], 0);
|
|
}
|
|
|
|
private void addJudgementAssert(OsuHitObject hitObject, HitResult result)
|
|
{
|
|
AddAssert($"({hitObject.GetType().ReadableName()} @ {hitObject.StartTime}) judgement is {result}",
|
|
() => judgementResults.Single(r => r.HitObject == hitObject).Type, () => Is.EqualTo(result));
|
|
}
|
|
|
|
private void addJudgementAssert(string name, Func<OsuHitObject?> hitObject, HitResult result)
|
|
{
|
|
AddAssert($"{name} judgement is {result}",
|
|
() => judgementResults.Single(r => r.HitObject == hitObject()).Type, () => Is.EqualTo(result));
|
|
}
|
|
|
|
private void addJudgementOffsetAssert(OsuHitObject hitObject, double offset)
|
|
{
|
|
AddAssert($"({hitObject.GetType().ReadableName()} @ {hitObject.StartTime}) judged at {offset}",
|
|
() => judgementResults.Single(r => r.HitObject == hitObject).TimeOffset, () => Is.EqualTo(offset).Within(50));
|
|
}
|
|
|
|
private void addJudgementOffsetAssert(string name, Func<OsuHitObject?> hitObject, double offset)
|
|
{
|
|
AddAssert($"{name} @ judged at {offset}",
|
|
() => judgementResults.Single(r => r.HitObject == hitObject()).TimeOffset, () => Is.EqualTo(offset).Within(50));
|
|
}
|
|
|
|
private void addClickActionAssert(int inputIndex, ClickAction action)
|
|
=> AddAssert($"input #{inputIndex} resulted in {action}", () => testPolicy.ClickActions[inputIndex], () => Is.EqualTo(action));
|
|
|
|
private ScoreAccessibleReplayPlayer currentPlayer = null!;
|
|
private List<JudgementResult> judgementResults = null!;
|
|
private TestLegacyHitPolicy testPolicy = null!;
|
|
|
|
private void performTest(List<OsuHitObject> hitObjects, List<ReplayFrame> frames, IEnumerable<Mod>? extraMods = null, [CallerMemberName] string testCaseName = "")
|
|
{
|
|
List<Mod> mods = null!;
|
|
IBeatmap playableBeatmap = null!;
|
|
Score score = null!;
|
|
|
|
AddStep("set up mods", () =>
|
|
{
|
|
mods = new List<Mod> { new OsuModClassic() };
|
|
|
|
if (extraMods != null)
|
|
mods.AddRange(extraMods);
|
|
});
|
|
|
|
AddStep("create beatmap", () =>
|
|
{
|
|
var cpi = new ControlPointInfo();
|
|
cpi.Add(0, new TimingControlPoint { BeatLength = 1000 });
|
|
Beatmap.Value = CreateWorkingBeatmap(new Beatmap<OsuHitObject>
|
|
{
|
|
Metadata =
|
|
{
|
|
Title = testCaseName
|
|
},
|
|
HitObjects = hitObjects,
|
|
Difficulty = new BeatmapDifficulty
|
|
{
|
|
OverallDifficulty = 0,
|
|
SliderTickRate = 3
|
|
},
|
|
BeatmapInfo =
|
|
{
|
|
Ruleset = new OsuRuleset().RulesetInfo,
|
|
BeatmapVersion = LegacyBeatmapEncoder.FIRST_LAZER_VERSION // for correct offset treatment by score encoder
|
|
},
|
|
ControlPointInfo = cpi
|
|
});
|
|
playableBeatmap = Beatmap.Value.GetPlayableBeatmap(new OsuRuleset().RulesetInfo);
|
|
});
|
|
|
|
AddStep("create score", () =>
|
|
{
|
|
score = new Score
|
|
{
|
|
Replay = new Replay
|
|
{
|
|
Frames = new List<ReplayFrame>
|
|
{
|
|
// required for correct playback in stable
|
|
new OsuReplayFrame(0, new Vector2(256, -500)),
|
|
new OsuReplayFrame(0, new Vector2(256, -500))
|
|
}.Concat(frames).ToList()
|
|
},
|
|
ScoreInfo =
|
|
{
|
|
Ruleset = new OsuRuleset().RulesetInfo,
|
|
BeatmapInfo = playableBeatmap.BeatmapInfo,
|
|
Mods = mods.ToArray()
|
|
}
|
|
};
|
|
});
|
|
|
|
if (exportLocation != null)
|
|
{
|
|
AddStep("export beatmap", () =>
|
|
{
|
|
var beatmapEncoder = new LegacyBeatmapEncoder(playableBeatmap, null);
|
|
|
|
using (var stream = File.Open(Path.Combine(exportLocation, $"{testCaseName}.osu"), FileMode.Create))
|
|
{
|
|
var memoryStream = new MemoryStream();
|
|
using (var writer = new StreamWriter(memoryStream, Encoding.UTF8, leaveOpen: true))
|
|
beatmapEncoder.Encode(writer);
|
|
|
|
memoryStream.Seek(0, SeekOrigin.Begin);
|
|
memoryStream.CopyTo(stream);
|
|
memoryStream.Seek(0, SeekOrigin.Begin);
|
|
playableBeatmap.BeatmapInfo.MD5Hash = memoryStream.ComputeMD5Hash();
|
|
}
|
|
});
|
|
|
|
AddStep("export score", () =>
|
|
{
|
|
using var stream = File.Open(Path.Combine(exportLocation, $"{testCaseName}.osr"), FileMode.Create);
|
|
var encoder = new LegacyScoreEncoder(score, playableBeatmap);
|
|
encoder.Encode(stream);
|
|
});
|
|
}
|
|
|
|
AddStep("load player", () =>
|
|
{
|
|
SelectedMods.Value = mods.ToArray();
|
|
|
|
var p = new ScoreAccessibleReplayPlayer(score);
|
|
|
|
p.OnLoadComplete += _ =>
|
|
{
|
|
p.ScoreProcessor.NewJudgement += result =>
|
|
{
|
|
if (currentPlayer == p) judgementResults.Add(result);
|
|
};
|
|
};
|
|
|
|
LoadScreen(currentPlayer = p);
|
|
judgementResults = new List<JudgementResult>();
|
|
});
|
|
|
|
AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
|
|
AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
|
|
AddStep("Substitute hit policy", () =>
|
|
{
|
|
var playfield = currentPlayer.ChildrenOfType<OsuPlayfield>().Single();
|
|
var currentPolicy = playfield.HitPolicy;
|
|
playfield.HitPolicy = testPolicy = new TestLegacyHitPolicy(currentPolicy);
|
|
});
|
|
AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
|
|
}
|
|
|
|
private class TestSpinner : Spinner
|
|
{
|
|
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
|
|
{
|
|
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
|
|
SpinsRequired = 1;
|
|
}
|
|
}
|
|
|
|
private partial class ScoreAccessibleReplayPlayer : ReplayPlayer
|
|
{
|
|
public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
|
|
|
|
protected override bool PauseOnFocusLost => false;
|
|
|
|
public ScoreAccessibleReplayPlayer(Score score)
|
|
: base(score, new PlayerConfiguration
|
|
{
|
|
AllowPause = false,
|
|
ShowResults = false,
|
|
})
|
|
{
|
|
}
|
|
}
|
|
|
|
private class TestLegacyHitPolicy : LegacyHitPolicy
|
|
{
|
|
private readonly IHitPolicy currentPolicy;
|
|
|
|
public TestLegacyHitPolicy(IHitPolicy currentPolicy)
|
|
{
|
|
this.currentPolicy = currentPolicy;
|
|
}
|
|
|
|
public List<ClickAction> ClickActions { get; } = new List<ClickAction>();
|
|
|
|
public override ClickAction CheckHittable(DrawableHitObject hitObject, double time, HitResult result)
|
|
{
|
|
var action = currentPolicy.CheckHittable(hitObject, time, result);
|
|
ClickActions.Add(action);
|
|
return action;
|
|
}
|
|
}
|
|
}
|
|
}
|