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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System ;
using System.Collections.Generic ;
using System.Linq ;
using NUnit.Framework ;
using osu.Game.Beatmaps ;
using osu.Game.Beatmaps.ControlPoints ;
using osu.Game.Replays ;
using osu.Game.Rulesets.Judgements ;
using osu.Game.Rulesets.Objects ;
using osu.Game.Rulesets.Objects.Types ;
using osu.Game.Rulesets.Osu.Objects ;
using osu.Game.Rulesets.Osu.Objects.Drawables ;
using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces ;
using osu.Game.Rulesets.Osu.Replays ;
using osu.Game.Rulesets.Replays ;
using osu.Game.Rulesets.Scoring ;
using osu.Game.Scoring ;
using osu.Game.Screens.Play ;
using osu.Game.Tests.Beatmaps ;
using osu.Game.Tests.Visual ;
using osuTK ;
namespace osu.Game.Rulesets.Osu.Tests
{
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public class TestCaseSliderInput : TestCasePlayerBase
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{
public override IReadOnlyList < Type > RequiredTypes = > new [ ]
{
typeof ( Slider ) ,
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typeof ( SliderCircle ) ,
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typeof ( SliderBall ) ,
typeof ( SliderBody ) ,
typeof ( SliderTick ) ,
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typeof ( SliderTailCircle ) ,
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typeof ( DrawableSlider ) ,
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typeof ( SnakingSliderBody ) ,
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typeof ( DrawableSliderTick ) ,
typeof ( DrawableRepeatPoint ) ,
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typeof ( DrawableOsuHitObject ) ,
typeof ( DrawableSliderHead ) ,
typeof ( DrawableSliderTail )
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} ;
[SetUp]
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public void Setup ( ) = > Schedule ( ( ) = >
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{
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allJudgedFired = false ;
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judgementResults = new List < JudgementResult > ( ) ;
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loadBeatmap ( ) ;
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} ) ;
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private List < JudgementResult > judgementResults ;
private bool allJudgedFired ;
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private const double time_before_slider = 250 ;
private const double time_slider_start = 1500 ;
private const double time_during_slide_1 = 2500 ;
private const double time_during_slide_2 = 3000 ;
private const double time_during_slide_3 = 3500 ;
private const double time_during_slide_4 = 4000 ;
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/// <summary>
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/// Scenario:
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/// - Press a key on the slider head timed correctly
/// - Press the other key in the middle of the slider while holding the original key
/// - Release the original key used to hit the slider
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/// Expected Result:
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/// A passing test case will have the cursor continue tracking on replay frame 3.
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/// </summary>
[Test]
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public void TestLeftBeforeSliderThenRightThenLettingGoOfLeft ( )
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{
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AddUntilStep ( ( ) = > Beatmap . Value . BeatmapLoaded , "Wait for bm load" ) ;
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AddStep ( "Left to both to right test" , ( ) = >
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{
var frames = new List < ReplayFrame >
{
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new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_slider_start } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = time_during_slide_1 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . RightButton } , Time = time_during_slide_2 } ,
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} ;
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performTest ( frames ) ;
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} ) ;
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AddUntilStep ( ( ) = > allJudgedFired , "Wait for test 1" ) ;
AddAssert ( "Tracking retained" , assertGreatJudge ) ;
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}
/// <summary>
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/// Scenario:
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/// - Press a key before a slider starts
/// - Press the other key on the slider head timed correctly while holding the original key
/// - Release the latter pressed key
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/// Expected Result:
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/// A passing test case will have the cursor lose tracking on replay frame 3.
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/// </summary>
[Test]
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public void TestLeftBeforeSliderThenRight ( )
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{
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AddUntilStep ( ( ) = > Beatmap . Value . BeatmapLoaded , "Wait for bm load" ) ;
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AddStep ( "Invalid key transfer test" , ( ) = >
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{
var frames = new List < ReplayFrame >
{
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new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_before_slider } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = time_slider_start } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_1 } ,
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} ;
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performTest ( frames ) ;
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} ) ;
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AddUntilStep ( ( ) = > allJudgedFired , "Wait for test 2" ) ;
AddAssert ( "Tracking lost" , assertMehJudge ) ;
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}
/// <summary>
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/// Scenario:
/// - Press a key on the slider head timed correctly
/// - Press the other key in the middle of the slider while holding the original key
/// - Release the new key that was pressed second
/// Expected Result:
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/// A passing test case will have the cursor continue tracking on replay frame 3.
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/// </summary>
[Test]
public void TestTrackingRetentionLeftRightLeft ( )
{
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AddUntilStep ( ( ) = > Beatmap . Value . BeatmapLoaded , "Wait for bm load" ) ;
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AddStep ( "Tracking retention test" , ( ) = >
{
var frames = new List < ReplayFrame >
{
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new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_before_slider } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = time_slider_start } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . RightButton } , Time = time_during_slide_1 } ,
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} ;
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performTest ( frames ) ;
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} ) ;
AddUntilStep ( ( ) = > allJudgedFired , "Wait for test 3" ) ;
AddAssert ( "Tracking retained" , assertGreatJudge ) ;
}
/// <summary>
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/// Scenario:
/// - Press a key before a slider starts
/// - Press the other key on the slider head timed correctly while holding the original key
/// - Release the key that was held down before the slider started.
/// Expected Result:
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/// A passing test case will have the cursor continue tracking on replay frame 3
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/// </summary>
[Test]
public void TestTrackingLeftBeforeSliderToRight ( )
{
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AddUntilStep ( ( ) = > Beatmap . Value . BeatmapLoaded , "Wait for bm load" ) ;
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AddStep ( "Tracking retention test" , ( ) = >
{
var frames = new List < ReplayFrame >
{
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new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_before_slider } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = time_slider_start } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . RightButton } , Time = time_during_slide_1 } ,
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} ;
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performTest ( frames ) ;
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} ) ;
AddUntilStep ( ( ) = > allJudgedFired , "Wait for test 4" ) ;
AddAssert ( "Tracking retained" , assertGreatJudge ) ;
}
/// <summary>
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/// Scenario:
/// - Press a key before a slider starts
/// - Hold the key down throughout the slider without pressing any other buttons.
/// Expected Result:
/// A passing test case will have the cursor track the slider, but miss the slider head.
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/// </summary>
[Test]
public void TestTrackingPreclicked ( )
{
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AddUntilStep ( ( ) = > Beatmap . Value . BeatmapLoaded , "Wait for bm load" ) ;
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AddStep ( "Tracking retention test" , ( ) = >
{
var frames = new List < ReplayFrame >
{
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new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_before_slider } ,
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} ;
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performTest ( frames ) ;
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} ) ;
AddUntilStep ( ( ) = > allJudgedFired , "Wait for test 5" ) ;
AddAssert ( "Tracking retained, sliderhead miss" , assertHeadMissTailMeh ) ;
}
/// <summary>
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/// Scenario:
/// - Press a key before a slider starts
/// - Hold the key down after the slider starts
/// - Move the cursor away from the slider body
/// - Move the cursor back onto the body
/// Expected Result:
/// A passing test case will have the cursor track the slider, miss the head, miss the ticks where its outside of the body, and resume tracking when the cursor returns.
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/// </summary>
[Test]
public void TestTrackingReturnMidSlider ( )
{
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AddUntilStep ( ( ) = > Beatmap . Value . BeatmapLoaded , "Wait for bm load" ) ;
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AddStep ( "Mid-sldier tracking re-acquisition" , ( ) = >
{
var frames = new List < ReplayFrame >
{
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new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_slider_start } ,
new OsuReplayFrame { Position = new Vector2 ( 150 , 150 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_1 } ,
new OsuReplayFrame { Position = new Vector2 ( 200 , 200 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_2 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_3 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_4 } ,
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} ;
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performTest ( frames ) ;
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} ) ;
AddUntilStep ( ( ) = > allJudgedFired , "Wait for test 6" ) ;
AddAssert ( "Tracking re-acquired" , assertMidSliderJudgements ) ;
}
/// <summary>
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/// Scenario:
/// - Press a key before a slider starts
/// - Press the other key on the slider head timed correctly while holding the original key
/// - Release the key used to hit the slider head
/// - While holding the first key, move the cursor away from the slider body
/// - Still holding the first key, move the cursor back to the slider body
/// Expected Result:
/// A passing test case will have the slider not track despite having the cursor return to the slider body.
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/// </summary>
[Test]
public void TestTrackingReturnMidSliderKeyDownBefore ( )
{
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AddUntilStep ( ( ) = > Beatmap . Value . BeatmapLoaded , "Wait for bm load" ) ;
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AddStep ( "Key held down before slider, mid-slider tracking re-acquisition" , ( ) = >
{
var frames = new List < ReplayFrame >
{
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new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_before_slider } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = time_slider_start } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_1 } ,
new OsuReplayFrame { Position = new Vector2 ( 200 , 200 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_2 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_3 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_4 } ,
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} ;
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performTest ( frames ) ;
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} ) ;
AddUntilStep ( ( ) = > allJudgedFired , "Wait for test 7" ) ;
AddAssert ( "Tracking lost" , assertMidSliderJudgementFail ) ;
}
/// <summary>
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/// Scenario:
/// - Wait for the slider to reach a mid-point
/// - Press a key away from the slider body
/// - While holding down the key, move into the slider body
/// Expected Result:
/// A passing test case will have the slider track the cursor after the cursor enters the slider body.
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/// </summary>
[Test]
public void TestTrackingMidSlider ( )
{
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AddUntilStep ( ( ) = > Beatmap . Value . BeatmapLoaded , "Wait for bm load" ) ;
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AddStep ( "Mid-slider new tracking acquisition" , ( ) = >
{
var frames = new List < ReplayFrame >
{
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new OsuReplayFrame { Position = new Vector2 ( 150 , 150 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_1 } ,
new OsuReplayFrame { Position = new Vector2 ( 200 , 200 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_2 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_3 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_4 } ,
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} ;
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performTest ( frames ) ;
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} ) ;
AddUntilStep ( ( ) = > allJudgedFired , "Wait for test 8" ) ;
AddAssert ( "Tracking acquired" , assertMidSliderJudgements ) ;
}
/// <summary>
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/// Scenario:
/// - Press a key before the slider starts
/// - Press another key on the slider head while holding the original key
/// - Move out of the slider body while releasing the two pressed keys
/// - Move back into the slider body while pressing any key.
/// Expected Result:
/// A passing test case will have the slider track the cursor after the cursor enters the slider body.
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/// </summary>
[Test]
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public void TestTrackingReleasedKeys ( )
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{
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AddUntilStep ( ( ) = > Beatmap . Value . BeatmapLoaded , "Wait for bm load" ) ;
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AddStep ( "Mid-slider new tracking acquisition" , ( ) = >
{
var frames = new List < ReplayFrame >
{
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new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_before_slider } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = time_slider_start } ,
new OsuReplayFrame { Position = new Vector2 ( 100 , 100 ) , Time = time_during_slide_1 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_2 } ,
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} ;
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performTest ( frames ) ;
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} ) ;
AddUntilStep ( ( ) = > allJudgedFired , "Wait for test 9" ) ;
AddAssert ( "Tracking acquired" , assertMidSliderJudgements ) ;
}
/// <summary>
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/// Scenario:
/// - Press a key on the slider head
/// - While holding the key, move outside of the slider body with the cursor
/// - Release the key while outside of the slider body
/// - Press the key again while outside of the slider body
/// - Move back into the slider body while holding the pressed key
/// Expected Result:
/// A passing test case will have the slider track the cursor after the cursor enters the slider body.
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/// </summary>
[Test]
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public void TestTrackingReleasedValidKey ( )
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{
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AddUntilStep ( ( ) = > Beatmap . Value . BeatmapLoaded , "Wait for bm load" ) ;
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AddStep ( "Mid-slider new tracking acquisition" , ( ) = >
{
var frames = new List < ReplayFrame >
{
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new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_slider_start } ,
new OsuReplayFrame { Position = new Vector2 ( 100 , 100 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_1 } ,
new OsuReplayFrame { Position = new Vector2 ( 100 , 100 ) , Time = time_during_slide_2 } ,
new OsuReplayFrame { Position = new Vector2 ( 100 , 100 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_3 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_4 } ,
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} ;
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performTest ( frames ) ;
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} ) ;
AddUntilStep ( ( ) = > allJudgedFired , "Wait for test 10" ) ;
AddAssert ( "Tracking acquired" , assertMidSliderJudgements ) ;
}
private bool assertMehJudge ( )
{
return judgementResults . Last ( ) . Type = = HitResult . Meh ;
}
private bool assertGreatJudge ( )
{
return judgementResults . Last ( ) . Type = = HitResult . Great ;
}
private bool assertHeadMissTailMeh ( )
{
return judgementResults . Last ( ) . Type = = HitResult . Meh & & judgementResults . First ( ) . Type = = HitResult . Miss ;
}
private bool assertMidSliderJudgements ( )
{
return judgementResults [ judgementResults . Count - 2 ] . Type = = HitResult . Great ;
}
private bool assertMidSliderJudgementFail ( )
{
return judgementResults [ judgementResults . Count - 2 ] . Type = = HitResult . Miss ;
}
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private void loadBeatmap ( )
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{
var slider = new Slider
{
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StartTime = time_slider_start ,
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Position = new Vector2 ( 0 , 0 ) ,
Path = new SliderPath ( PathType . PerfectCurve , new [ ]
{
Vector2 . Zero ,
new Vector2 ( 25 , 0 ) ,
} , 25 ) ,
} ;
Beatmap . Value = new TestWorkingBeatmap ( new Beatmap < OsuHitObject >
{
HitObjects = { slider } ,
ControlPointInfo =
{
DifficultyPoints = { new DifficultyControlPoint { SpeedMultiplier = 0.1f } }
} ,
BeatmapInfo =
{
BaseDifficulty = new BeatmapDifficulty { SliderTickRate = 3 } ,
Ruleset = new OsuRuleset ( ) . RulesetInfo
} ,
} ) ;
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}
private void performTest ( List < ReplayFrame > frames )
{
// Empty frame to be added as a workaround for first frame behavior.
// If an input exists on the first frame, the input would apply to the entire intro lead-in
// Likely requires some discussion regarding how first frame inputs should be handled.
frames . Insert ( 0 , new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Time = 0 , Actions = new List < OsuAction > ( ) } ) ;
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var player = new ScoreAccessibleReplayPlayer ( new Score { Replay = new Replay { Frames = frames } } )
{
AllowPause = false ,
AllowLeadIn = false ,
AllowResults = false
} ;
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LoadComponentAsync ( player , p = >
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{
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Child = p ;
p . ScoreProcessor . NewJudgement + = result = > judgementResults . Add ( result ) ;
p . ScoreProcessor . AllJudged + = ( ) = > { allJudgedFired = true ; } ;
} ) ;
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}
private class ScoreAccessibleReplayPlayer : ReplayPlayer
{
public new ScoreProcessor ScoreProcessor = > base . ScoreProcessor ;
public ScoreAccessibleReplayPlayer ( Score score )
: base ( score )
{
}
}
}
}