2019-05-10 14:39:25 +08:00
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// 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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2020-03-05 10:25:07 +08:00
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using System.Collections.Generic;
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2021-06-01 14:39:02 +08:00
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using System.Linq;
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2020-03-05 10:25:07 +08:00
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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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.Scoring;
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2019-08-28 18:57:17 +08:00
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using osu.Game.Rulesets.UI;
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2019-05-10 14:39:25 +08:00
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using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual
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{
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2020-03-05 10:25:07 +08:00
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/// <summary>
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/// A player that exposes many components that would otherwise not be available, for testing purposes.
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/// </summary>
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public class TestPlayer : Player
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{
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protected override bool PauseOnFocusLost { get; }
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public new DrawableRuleset DrawableRuleset => base.DrawableRuleset;
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/// <summary>
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/// Mods from *player* (not OsuScreen).
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/// </summary>
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public new Bindable<IReadOnlyList<Mod>> Mods => base.Mods;
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public new HUDOverlay HUDOverlay => base.HUDOverlay;
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public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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public new HealthProcessor HealthProcessor => base.HealthProcessor;
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public new bool PauseCooldownActive => base.PauseCooldownActive;
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public readonly List<JudgementResult> Results = new List<JudgementResult>();
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public TestPlayer(bool allowPause = true, bool showResults = true, bool pauseOnFocusLost = false)
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: base(new PlayerConfiguration
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{
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AllowPause = allowPause,
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ShowResults = showResults
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})
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{
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PauseOnFocusLost = pauseOnFocusLost;
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}
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protected override void PrepareReplay()
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{
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// Generally, replay generation is handled by whatever is constructing the player.
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// This is implemented locally here to ease migration of test scenes that have some executions
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// running with autoplay and some not, but are not written in a way that lends to instantiating
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// different `Player` types.
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//
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// Eventually we will want to remove this and update all test usages which rely on autoplay to use
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// a `TestReplayPlayer`.
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var autoplayMod = Mods.Value.OfType<ModAutoplay>().FirstOrDefault();
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if (autoplayMod != null)
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{
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DrawableRuleset?.SetReplayScore(autoplayMod.CreateReplayScore(GameplayBeatmap.PlayableBeatmap, Mods.Value));
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return;
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}
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base.PrepareReplay();
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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ScoreProcessor.NewJudgement += r => Results.Add(r);
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}
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}
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}
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