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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneGameplayRewinding.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
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using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
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using osu.Framework.Utils;
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using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Storyboards;
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using osuTK;
namespace osu.Game.Tests.Visual.Gameplay
{
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public class TestSceneGameplayRewinding : OsuPlayerTestScene
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{
[Resolved]
private AudioManager audioManager { get; set; }
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null) =>
new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
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[Test]
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public void TestNoJudgementsOnRewind()
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{
AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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addSeekStep(3000);
AddAssert("all judged", () => Player.DrawableRuleset.Playfield.AllHitObjects.All(h => h.Judged));
AddUntilStep("key counter counted keys", () => Player.HUDOverlay.KeyCounter.Children.All(kc => kc.CountPresses >= 7));
AddStep("clear results", () => Player.Results.Clear());
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addSeekStep(0);
AddAssert("none judged", () => Player.DrawableRuleset.Playfield.AllHitObjects.All(h => !h.Judged));
AddUntilStep("key counters reset", () => Player.HUDOverlay.KeyCounter.Children.All(kc => kc.CountPresses == 0));
AddAssert("no results triggered", () => Player.Results.Count == 0);
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}
private void addSeekStep(double time)
{
AddStep($"seek to {time}", () => Beatmap.Value.Track.Seek(time));
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// Allow a few frames of lenience
AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(time, Player.DrawableRuleset.FrameStableClock.CurrentTime, 100));
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}
protected override TestPlayer CreatePlayer(Ruleset ruleset)
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{
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SelectedMods.Value = SelectedMods.Value.Concat(new[] { ruleset.GetAutoplayMod() }).ToArray();
return base.CreatePlayer(ruleset);
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}
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
{
var beatmap = new Beatmap
{
Difficulty = { ApproachRate = 9 },
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};
for (int i = 0; i < 15; i++)
{
beatmap.HitObjects.Add(new HitCircle
{
Position = new Vector2(256, 192),
StartTime = 1000 + 30 * i
});
}
return beatmap;
}
}
}