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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestScenePause.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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#nullable disable
using System.Linq;
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using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
using osu.Framework.Logging;
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using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Configuration;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Cursor;
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using osu.Game.Rulesets;
using osu.Game.Screens.Play;
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using osu.Game.Skinning;
using osuTK;
using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public partial class TestScenePause : OsuPlayerTestScene
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{
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protected new PausePlayer Player => (PausePlayer)base.Player;
private readonly Container content;
protected override Container<Drawable> Content => content;
public TestScenePause()
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{
base.Content.Add(content = new GlobalCursorDisplay { RelativeSizeAxes = Axes.Both });
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}
[BackgroundDependencyLoader]
private void load()
{
LocalConfig.SetValue(OsuSetting.UIHoldActivationDelay, 0.0);
}
[SetUpSteps]
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("resume player", () => Player.GameplayClockContainer.Start());
confirmClockRunning(true);
}
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[Test]
public void TestTogglePauseViaBackAction()
{
pauseViaBackAction();
pauseViaBackAction();
confirmPausedWithNoOverlay();
}
[Test]
public void TestTogglePauseViaPauseGameplayAction()
{
pauseViaPauseGameplayAction();
pauseViaPauseGameplayAction();
confirmPausedWithNoOverlay();
}
[Test]
public void TestPauseWithLargeOffset()
{
double lastTime;
bool alwaysGoingForward = true;
AddStep("force large offset", () =>
{
var offset = (BindableDouble)LocalConfig.GetBindable<double>(OsuSetting.AudioOffset);
// use a large negative offset to avoid triggering a fail from forwards seeking.
offset.MinValue = -5000;
offset.Value = -5000;
});
AddStep("add time forward check hook", () =>
{
lastTime = double.MinValue;
alwaysGoingForward = true;
Player.OnUpdate += _ =>
{
double currentTime = Player.GameplayClockContainer.CurrentTime;
bool goingForward = currentTime >= lastTime - 500;
alwaysGoingForward &= goingForward;
if (!goingForward)
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Logger.Log($"Backwards time occurred ({currentTime:N1} -> {lastTime:N1})");
lastTime = currentTime;
};
});
AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10)));
pauseAndConfirm();
resumeAndConfirm();
AddAssert("time didn't go too far backwards", () => alwaysGoingForward);
AddStep("reset offset", () => LocalConfig.SetValue(OsuSetting.AudioOffset, 0.0));
}
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[Test]
public void TestPauseResume()
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{
AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10)));
pauseAndConfirm();
AddAssert("player not playing", () => !Player.LocalUserPlaying.Value);
resumeAndConfirm();
AddAssert("Resumed without seeking forward", () => Player.LastResumeTime, () => Is.LessThanOrEqualTo(Player.LastPauseTime));
AddUntilStep("player playing", () => Player.LocalUserPlaying.Value);
}
[Test]
public void TestResumeWithResumeOverlay()
{
AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.Centre));
AddUntilStep("wait for hitobjects", () => Player.HealthProcessor.Health.Value < 1);
pauseAndConfirm();
resume();
confirmPausedWithNoOverlay();
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AddStep("click to resume", () => InputManager.Click(MouseButton.Left));
confirmClockRunning(true);
}
[Test]
public void TestPauseWithResumeOverlay()
{
AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.Centre));
AddUntilStep("wait for hitobjects", () => Player.HealthProcessor.Health.Value < 1);
pauseAndConfirm();
resume();
confirmPausedWithNoOverlay();
pauseAndConfirm();
AddUntilStep("resume overlay is not active", () => Player.DrawableRuleset.ResumeOverlay.State.Value == Visibility.Hidden);
confirmPaused();
confirmNotExited();
}
[Test]
public void TestResumeWithResumeOverlaySkipped()
{
AddStep("move cursor to button", () =>
InputManager.MoveMouseTo(Player.HUDOverlay.HoldToQuit.Children.OfType<HoldToConfirmContainer>().First().ScreenSpaceDrawQuad.Centre));
AddUntilStep("wait for hitobjects", () => Player.HealthProcessor.Health.Value < 1);
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pauseAndConfirm();
resumeAndConfirm();
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}
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[Test]
public void TestUserPauseWhenPauseNotAllowed()
{
AddStep("disable pause support", () => Player.Configuration.AllowPause = false);
pauseViaBackAction();
confirmExited();
}
[Test]
public void TestUserPauseDuringCooldownTooSoon()
{
AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10)));
pauseAndConfirm();
resume();
pauseViaBackAction();
confirmResumed();
confirmNotExited();
}
[Test]
public void TestQuickExitDuringCooldownTooSoon()
{
AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10)));
pauseAndConfirm();
resume();
exitViaQuickExitAction();
confirmResumed();
AddAssert("exited", () => !Player.IsCurrentScreen());
}
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[Test]
public void TestExitSoonAfterResumeSucceeds()
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{
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AddStep("seek before gameplay", () => Player.GameplayClockContainer.Seek(-5000));
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pauseAndConfirm();
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resume();
AddStep("exit quick", () => Player.Exit());
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confirmResumed();
AddAssert("exited", () => !Player.IsCurrentScreen());
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}
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[Test]
public void TestPauseAfterFail()
{
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddUntilStep("fail overlay shown", () => Player.FailOverlayVisible);
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confirmClockRunning(false);
AddStep("pause via forced pause", () => Player.Pause());
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confirmPausedWithNoOverlay();
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AddAssert("fail overlay still shown", () => Player.FailOverlayVisible);
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exitAndConfirm();
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}
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[Test]
public void TestExitFromFailedGameplayAfterFailAnimation()
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{
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
AddUntilStep("wait for fail overlay shown", () => Player.FailOverlayVisible);
confirmClockRunning(false);
pauseViaBackAction();
confirmExited();
}
[Test]
public void TestExitFromFailedGameplayDuringFailAnimation()
{
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
// will finish the fail animation and show the fail/pause screen.
pauseViaBackAction();
AddAssert("fail overlay shown", () => Player.FailOverlayVisible);
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// will actually exit.
pauseViaBackAction();
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confirmExited();
}
[Test]
public void TestQuickRetryFromFailedGameplay()
{
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddStep("quick retry", () => Player.GameplayClockContainer.ChildrenOfType<HotkeyRetryOverlay>().First().Action?.Invoke());
confirmExited();
}
[Test]
public void TestQuickExitFromFailedGameplay()
{
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
exitViaQuickExitAction();
confirmExited();
}
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[Test]
public void TestExitFromGameplay()
{
// an externally triggered exit should immediately exit, skipping all pause logic.
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AddStep("exit", () => Player.Exit());
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confirmExited();
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}
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[Test]
public void TestQuickExitFromGameplay()
{
exitViaQuickExitAction();
confirmExited();
}
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[Test]
public void TestExitViaHoldToExit()
{
AddStep("exit", () =>
{
InputManager.MoveMouseTo(Player.HUDOverlay.HoldToQuit.First(c => c is HoldToConfirmContainer));
InputManager.PressButton(MouseButton.Left);
});
confirmPaused();
AddStep("release", () => InputManager.ReleaseButton(MouseButton.Left));
exitAndConfirm();
}
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[Test]
public void TestExitFromPause()
{
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pauseAndConfirm();
exitAndConfirm();
}
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[Test]
public void TestRestartAfterResume()
{
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AddStep("seek before gameplay", () => Player.GameplayClockContainer.Seek(-5000));
pauseAndConfirm();
resumeAndConfirm();
restart();
confirmExited();
}
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[Test]
public void TestPauseSoundLoop()
{
AddStep("seek before gameplay", () => Player.GameplayClockContainer.Seek(-5000));
SkinnableSound getLoop() => Player.ChildrenOfType<PauseOverlay>().FirstOrDefault()?.ChildrenOfType<SkinnableSound>().FirstOrDefault();
pauseAndConfirm();
AddAssert("loop is playing", () => getLoop().IsPlaying);
resumeAndConfirm();
AddUntilStep("loop is stopped", () => !getLoop().IsPlaying);
AddUntilStep("pause again", () =>
{
Player.Pause();
return !Player.GameplayClockContainer.IsRunning;
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});
AddAssert("loop is playing", () => getLoop().IsPlaying);
resumeAndConfirm();
AddUntilStep("loop is stopped", () => !getLoop().IsPlaying);
}
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private void pauseAndConfirm()
{
pauseViaBackAction();
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confirmPaused();
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}
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private void resumeAndConfirm()
{
resume();
confirmResumed();
}
private void exitAndConfirm()
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{
confirmNotExited();
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AddStep("exit", () => Player.Exit());
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confirmExited();
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confirmNoTrackAdjustments();
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}
private void confirmPaused()
{
confirmClockRunning(false);
confirmNotExited();
AddAssert("player not failed", () => !Player.GameplayState.HasFailed);
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AddAssert("pause overlay shown", () => Player.PauseOverlayVisible);
}
private void confirmResumed()
{
confirmClockRunning(true);
confirmPauseOverlayShown(false);
}
private void confirmPausedWithNoOverlay()
{
confirmClockRunning(false);
confirmPauseOverlayShown(false);
}
private void confirmExited() => AddUntilStep("player exited", () => !Player.IsCurrentScreen());
private void confirmNotExited() => AddAssert("player not exited", () => Player.IsCurrentScreen());
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private void confirmNoTrackAdjustments()
{
AddUntilStep("track has no adjustments", () => Beatmap.Value.Track.AggregateFrequency.Value, () => Is.EqualTo(1));
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}
private void restart() => AddStep("restart", () => Player.Restart());
private void pauseViaBackAction() => AddStep("press escape", () => InputManager.Key(Key.Escape));
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private void pauseViaPauseGameplayAction() => AddStep("press middle mouse", () => InputManager.Click(MouseButton.Middle));
private void exitViaQuickExitAction() => AddStep("press ctrl-tilde", () =>
{
InputManager.PressKey(Key.ControlLeft);
InputManager.PressKey(Key.Tilde);
InputManager.ReleaseKey(Key.Tilde);
InputManager.ReleaseKey(Key.ControlLeft);
});
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private void resume() => AddStep("resume", () => Player.Resume());
private void confirmPauseOverlayShown(bool isShown) =>
AddAssert("pause overlay " + (isShown ? "shown" : "hidden"), () => Player.PauseOverlayVisible == isShown);
private void confirmClockRunning(bool isRunning) =>
AddUntilStep("clock " + (isRunning ? "running" : "stopped"), () =>
{
bool completed = Player.GameplayClockContainer.IsRunning == isRunning;
if (completed)
{
}
return completed;
});
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protected override bool AllowFail => true;
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new PausePlayer();
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protected partial class PausePlayer : TestPlayer
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{
public double LastPauseTime { get; private set; }
public double LastResumeTime { get; private set; }
public bool FailOverlayVisible => FailOverlay.State.Value == Visibility.Visible;
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public bool PauseOverlayVisible => PauseOverlay.State.Value == Visibility.Visible;
public override void OnEntering(ScreenTransitionEvent e)
{
base.OnEntering(e);
GameplayClockContainer.Stop();
}
private bool? isRunning;
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
if (GameplayClockContainer.IsRunning != isRunning)
{
isRunning = GameplayClockContainer.IsRunning;
if (isRunning.Value)
LastResumeTime = GameplayClockContainer.CurrentTime;
else
LastPauseTime = GameplayClockContainer.CurrentTime;
}
}
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}
}
}