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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.Framework.Graphics ;
using osu.Framework.Graphics.Containers ;
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
{
public class TestCaseSliderInput : OsuTestCase
{
public override IReadOnlyList < Type > RequiredTypes = > new [ ]
{
typeof ( Slider ) ,
typeof ( SliderBall ) ,
typeof ( SliderBody ) ,
typeof ( SliderTick ) ,
typeof ( DrawableSlider ) ,
typeof ( DrawableSliderTick ) ,
typeof ( DrawableRepeatPoint ) ,
typeof ( DrawableOsuHitObject )
} ;
[SetUp]
public void Setup ( )
{
Schedule ( ( ) = > { allJudgedFired = false ; } ) ;
judgementResults = new List < JudgementResult > ( ) ;
}
private readonly Container content ;
protected override Container < Drawable > Content = > content ;
private List < JudgementResult > judgementResults ;
private bool allJudgedFired ;
public TestCaseSliderInput ( )
{
base . Content . Add ( content = new OsuInputManager ( new RulesetInfo { ID = 0 } ) ) ;
}
/// <summary>
/// Pressing a key before a slider, pressing the other key on the slider head, then releasing the latter pressed key
/// should result in tracking to end.
/// Frame 1 (prior to slider): Left Click
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/// Frame 2 (within slider hit window): Left & Right Click
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/// Frame 3 (while tracking): Left Click
/// A passing test case will have the cursor lose tracking on frame 3.
/// </summary>
[Test]
public void TestLeftBeforeSliderThenRight ( )
{
AddStep ( "Invalid key transfer test" , ( ) = >
{
var frames = new List < ReplayFrame >
{
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = 250 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = 1500 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = 2500 } ,
} ;
performStaticInputTest ( frames ) ;
} ) ;
AddUntilStep ( ( ) = > allJudgedFired , "Wait for test 1" ) ;
AddAssert ( "Tracking lost" , assertMehJudge ) ;
}
/// <summary>
/// Hitting a slider head, pressing a new key after the initial hit, then letting go of the original key used to hit
/// the slider should reslt in continued tracking.
/// Frame 1: Left Click
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/// Frame 2: Left & Right Click
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/// Frame 3: Right Click
/// A passing test case will have the cursor continue to track after frame 3.
/// </summary>
[Test]
public void TestLeftBeforeSliderThenRightThenLettingGoOfLeft ( )
{
AddStep ( "Left to both to right test" , ( ) = >
{
var frames = new List < ReplayFrame >
{
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = 1500 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = 2500 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . RightButton } , Time = 3500 } ,
} ;
performStaticInputTest ( frames ) ;
} ) ;
AddUntilStep ( ( ) = > allJudgedFired , "Wait for test 2" ) ;
AddAssert ( "Tracking retained" , assertGreatJudge ) ;
}
/// <summary>
/// Hitting a slider head, pressing a new key after the initial hit, then letting go of the new key should result
/// in continue tracking,
/// Frame 1: Left Click
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/// Frame 2: Left & Right Click
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/// Frame 3: Left Click
/// A passing test case will have the cursor continue to track after frame 3.
/// </summary>
[Test]
public void TestTrackingRetentionLeftRightLeft ( )
{
AddStep ( "Tracking retention test" , ( ) = >
{
var frames = new List < ReplayFrame >
{
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = 250 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = 1500 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . RightButton } , Time = 2500 } ,
} ;
performStaticInputTest ( frames ) ;
} ) ;
AddUntilStep ( ( ) = > allJudgedFired , "Wait for test 3" ) ;
AddAssert ( "Tracking retained" , assertGreatJudge ) ;
}
/// <summary>
/// Pressing a key before a slider, pressing the other key on the slider head, then releasing the former pressed key
/// should result in continued tracking.
/// Frame 1 (prior to slider): Left Click
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/// Frame 2 (on slider head): Left & Right Click
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/// Frame 3 (tracking slider body): Right Click
/// A passing test case will have the cursor continue to track after frame 3.
/// </summary>
[Test]
public void TestTrackingLeftBeforeSliderToRight ( )
{
AddStep ( "Tracking retention test" , ( ) = >
{
var frames = new List < ReplayFrame >
{
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = 250 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = 1500 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . RightButton } , Time = 2500 } ,
} ;
performStaticInputTest ( frames ) ;
} ) ;
AddUntilStep ( ( ) = > allJudgedFired , "Wait for test 4" ) ;
AddAssert ( "Tracking retained" , assertGreatJudge ) ;
}
/// <summary>
/// Pressing a key before a slider and holding the slider throughout the body should result in tracking, but a miss on the slider head.
/// Only one frame is required:
/// Frame 1: Left Click
/// In a successful test case:
/// The head of the slider should be judged as a miss.
/// The slider end should be judged as a meh.
/// </summary>
[Test]
public void TestTrackingPreclicked ( )
{
AddStep ( "Tracking retention test" , ( ) = >
{
var frames = new List < ReplayFrame >
{
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = 250 } ,
} ;
performStaticInputTest ( frames ) ;
} ) ;
AddUntilStep ( ( ) = > allJudgedFired , "Wait for test 5" ) ;
AddAssert ( "Tracking retained, sliderhead miss" , assertHeadMissTailMeh ) ;
}
/// <summary>
/// Hitting a slider head, leaving the slider, then coming back into the slider with the same button to track it should re-start tracking.
/// Only one frame is required:
/// Frame 1: Left Click
/// In a successful test case:
/// The last tick of the slider should be judged as a great.
/// </summary>
[Test]
public void TestTrackingReturnMidSlider ( )
{
AddStep ( "Mid-sldier tracking re-acquisition" , ( ) = >
{
var frames = new List < ReplayFrame >
{
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = 1500 } ,
new OsuReplayFrame { Position = new Vector2 ( 150 , 150 ) , Actions = { OsuAction . LeftButton } , Time = 2000 } ,
new OsuReplayFrame { Position = new Vector2 ( 200 , 200 ) , Actions = { OsuAction . LeftButton } , Time = 2500 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = 3000 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = 3500 } ,
} ;
performStaticInputTest ( frames ) ;
} ) ;
AddUntilStep ( ( ) = > allJudgedFired , "Wait for test 6" ) ;
AddAssert ( "Tracking re-acquired" , assertMidSliderJudgements ) ;
}
/// <summary>
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/// Pressing a key before a slider, hitting a slider head, leaving the slider, then coming back into the slider to track it should NOT start retracking
/// This is current stable behavior.
/// In a successful test case:
/// The last tick of the slider should be judged as a miss.
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/// </summary>
[Test]
public void TestTrackingReturnMidSliderKeyDownBefore ( )
{
AddStep ( "Key held down before slider, mid-slider tracking re-acquisition" , ( ) = >
{
var frames = new List < ReplayFrame >
{
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = 250 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = 1500 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = 2000 } ,
new OsuReplayFrame { Position = new Vector2 ( 200 , 200 ) , Actions = { OsuAction . LeftButton } , Time = 2500 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = 3000 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = 3500 } ,
} ;
performStaticInputTest ( frames ) ;
} ) ;
AddUntilStep ( ( ) = > allJudgedFired , "Wait for test 7" ) ;
AddAssert ( "Tracking lost" , assertMidSliderJudgementFail ) ;
}
/// <summary>
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/// Halfway into a slider outside of the slider, then starting to hover the slider afterwards should result in tracking
/// In a successful test case:
/// The last tick of the slider should be judged as a great.
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/// </summary>
[Test]
public void TestTrackingMidSlider ( )
{
AddStep ( "Mid-slider new tracking acquisition" , ( ) = >
{
var frames = new List < ReplayFrame >
{
new OsuReplayFrame { Position = new Vector2 ( 150 , 150 ) , Actions = { OsuAction . LeftButton } , Time = 2000 } ,
new OsuReplayFrame { Position = new Vector2 ( 200 , 200 ) , Actions = { OsuAction . LeftButton } , Time = 2500 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = 3000 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = 3500 } ,
} ;
performStaticInputTest ( frames ) ;
} ) ;
AddUntilStep ( ( ) = > allJudgedFired , "Wait for test 8" ) ;
AddAssert ( "Tracking acquired" , assertMidSliderJudgements ) ;
}
/// <summary>
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/// Pressing a key before a slider, clicking another key after the slider, holding both of them and
/// leaving tracking, then releasing both keys, then pressing the originally pressed key should start tracking
/// In a successful test case:
/// The last tick of the slider should be judged as a great.
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/// </summary>
[Test]
public void TestTrackingPressBeforeSliderClickingOtherKeyLeavingSliderReleaseThenTrackOriginal ( )
{
AddStep ( "Mid-slider new tracking acquisition" , ( ) = >
{
var frames = new List < ReplayFrame >
{
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = 250 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = 1500 } ,
new OsuReplayFrame { Position = new Vector2 ( 100 , 100 ) , Time = 1750 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = 3500 } ,
} ;
performStaticInputTest ( frames ) ;
} ) ;
AddUntilStep ( ( ) = > allJudgedFired , "Wait for test 9" ) ;
AddAssert ( "Tracking acquired" , assertMidSliderJudgements ) ;
}
/// <summary>
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/// Pressing a key before a slider, clicking another key after the slider, holding both of them and
/// leaving tracking, then releasing both keys, then pressing the originally pressed key should start tracking
/// In a successful test case:
/// The last tick of the slider should be judged as a great.
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/// </summary>
[Test]
public void TestClickingBeforeLeavingSliderReleasingClickingAgainThenTracking ( )
{
AddStep ( "Mid-slider new tracking acquisition" , ( ) = >
{
var frames = new List < ReplayFrame >
{
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = 1500 } ,
new OsuReplayFrame { Position = new Vector2 ( 100 , 100 ) , Actions = { OsuAction . LeftButton } , Time = 2500 } ,
new OsuReplayFrame { Position = new Vector2 ( 100 , 100 ) , Time = 2750 } ,
new OsuReplayFrame { Position = new Vector2 ( 100 , 100 ) , Actions = { OsuAction . LeftButton } , Time = 3000 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = 3500 } ,
} ;
performStaticInputTest ( frames ) ;
} ) ;
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 ;
}
private void performStaticInputTest ( List < ReplayFrame > frames )
{
var slider = new Slider
{
StartTime = 1500 ,
Position = new Vector2 ( 0 , 0 ) ,
Path = new SliderPath ( PathType . PerfectCurve , new [ ]
{
Vector2 . Zero ,
new Vector2 ( 25 , 0 ) ,
} , 25 ) ,
} ;
// 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 = slider . Position , Time = 0 , Actions = new List < OsuAction > ( ) } ) ;
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
} ,
} ) ;
var player = new ScoreAccessibleReplayPlayer ( new Score { Replay = new Replay { Frames = frames } } )
{
AllowPause = false ,
AllowLeadIn = false ,
AllowResults = false
} ;
Child = player ;
player . ScoreProcessor . NewJudgement + = result = > judgementResults . Add ( result ) ;
player . ScoreProcessor . AllJudged + = ( ) = > { allJudgedFired = true ; } ;
}
private class ScoreAccessibleReplayPlayer : ReplayPlayer
{
public new ScoreProcessor ScoreProcessor = > base . ScoreProcessor ;
public ScoreAccessibleReplayPlayer ( Score score )
: base ( score )
{
}
}
}
}