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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestScenePlayerLoader.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.
using System;
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using System.Collections.Generic;
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using System.Linq;
using System.Threading;
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using System.Threading.Tasks;
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using NUnit.Framework;
using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Utils;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Containers;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
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using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.PlayerSettings;
using osu.Game.Utils;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
{
public class TestScenePlayerLoader : ScreenTestScene
{
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private TestPlayerLoader loader;
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private TestPlayer player;
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private bool epilepsyWarning;
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[Resolved]
private AudioManager audioManager { get; set; }
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[Resolved]
private SessionStatics sessionStatics { get; set; }
[Cached]
private readonly NotificationOverlay notificationOverlay;
[Cached]
private readonly VolumeOverlay volumeOverlay;
[Cached(typeof(BatteryInfo))]
private readonly LocalBatteryInfo batteryInfo = new LocalBatteryInfo();
private readonly ChangelogOverlay changelogOverlay;
public TestScenePlayerLoader()
{
AddRange(new Drawable[]
{
notificationOverlay = new NotificationOverlay
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
},
volumeOverlay = new VolumeOverlay
{
Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft,
},
changelogOverlay = new ChangelogOverlay()
});
}
[SetUp]
public void Setup() => Schedule(() =>
{
player = null;
audioManager.Volume.SetDefault();
});
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/// <summary>
/// Sets the input manager child to a new test player loader container instance.
/// </summary>
/// <param name="interactive">If the test player should behave like the production one.</param>
/// <param name="beforeLoadAction">An action to run before player load but after bindable leases are returned.</param>
private void resetPlayer(bool interactive, Action beforeLoadAction = null)
{
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beforeLoadAction?.Invoke();
prepareBeatmap();
LoadScreen(loader = new TestPlayerLoader(() => player = new TestPlayer(interactive, interactive)));
}
private void prepareBeatmap()
{
var workingBeatmap = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
workingBeatmap.BeatmapInfo.EpilepsyWarning = epilepsyWarning;
Beatmap.Value = workingBeatmap;
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foreach (var mod in SelectedMods.Value.OfType<IApplicableToTrack>())
mod.ApplyToTrack(Beatmap.Value.Track);
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}
[Test]
public void TestEarlyExitBeforePlayerConstruction()
{
AddStep("load dummy beatmap", () => resetPlayer(false, () => SelectedMods.Value = new[] { new OsuModNightcore() }));
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
AddStep("exit loader", () => loader.Exit());
AddUntilStep("wait for not current", () => !loader.IsCurrentScreen());
AddAssert("player did not load", () => player == null);
AddUntilStep("player disposed", () => loader.DisposalTask == null);
AddAssert("mod rate still applied", () => Beatmap.Value.Track.Rate != 1);
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}
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/// <summary>
/// When <see cref="PlayerLoader"/> exits early, it has to wait for the player load task
/// to complete before running disposal on player. This previously caused an issue where mod
/// speed adjustments were undone too late, causing cross-screen pollution.
/// </summary>
[Test]
public void TestEarlyExitAfterPlayerConstruction()
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{
AddStep("load dummy beatmap", () => resetPlayer(false, () => SelectedMods.Value = new[] { new OsuModNightcore() }));
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AddUntilStep("wait for current", () => loader.IsCurrentScreen());
AddAssert("mod rate applied", () => Beatmap.Value.Track.Rate != 1);
AddUntilStep("wait for non-null player", () => player != null);
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AddStep("exit loader", () => loader.Exit());
AddUntilStep("wait for not current", () => !loader.IsCurrentScreen());
AddAssert("player did not load", () => !player.IsLoaded);
AddUntilStep("player disposed", () => loader.DisposalTask?.IsCompleted == true);
AddAssert("mod rate still applied", () => Beatmap.Value.Track.Rate != 1);
}
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[Test]
public void TestBlockLoadViaMouseMovement()
{
AddStep("load dummy beatmap", () => resetPlayer(false));
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
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AddUntilStep("wait for load ready", () =>
{
moveMouse();
return player?.LoadState == LoadState.Ready;
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});
AddRepeatStep("move mouse", moveMouse, 20);
AddAssert("loader still active", () => loader.IsCurrentScreen());
AddUntilStep("loads after idle", () => !loader.IsCurrentScreen());
void moveMouse()
{
InputManager.MoveMouseTo(
loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft
+ (loader.VisualSettings.ScreenSpaceDrawQuad.BottomRight - loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft)
* RNG.NextSingle());
}
}
[Test]
public void TestBlockLoadViaFocus()
{
AddStep("load dummy beatmap", () => resetPlayer(false));
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AddUntilStep("wait for current", () => loader.IsCurrentScreen());
AddStep("show focused overlay", () => changelogOverlay.Show());
AddUntilStep("overlay visible", () => changelogOverlay.IsPresent);
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AddUntilStep("wait for load ready", () => player?.LoadState == LoadState.Ready);
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AddRepeatStep("twiddle thumbs", () => { }, 20);
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AddAssert("loader still active", () => loader.IsCurrentScreen());
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AddStep("hide overlay", () => changelogOverlay.Hide());
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AddUntilStep("loads after idle", () => !loader.IsCurrentScreen());
}
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[Test]
public void TestLoadContinuation()
{
SlowLoadPlayer slowPlayer = null;
AddStep("load slow dummy beatmap", () =>
{
prepareBeatmap();
slowPlayer = new SlowLoadPlayer(false, false);
LoadScreen(loader = new TestPlayerLoader(() => slowPlayer));
});
AddStep("schedule slow load", () => Scheduler.AddDelayed(() => slowPlayer.AllowLoad.Set(), 5000));
AddUntilStep("wait for player to be current", () => slowPlayer.IsCurrentScreen());
}
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[Test]
public void TestModReinstantiation()
{
TestMod gameMod = null;
TestMod playerMod1 = null;
TestMod playerMod2 = null;
AddStep("load player", () => { resetPlayer(true, () => SelectedMods.Value = new[] { gameMod = new TestMod() }); });
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AddUntilStep("wait for loader to become current", () => loader.IsCurrentScreen());
AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
AddStep("retrieve mods", () => playerMod1 = (TestMod)player.GameplayState.Mods.Single());
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AddAssert("game mods not applied", () => gameMod.Applied == false);
AddAssert("player mods applied", () => playerMod1.Applied);
AddStep("restart player", () =>
{
var lastPlayer = player;
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player = null;
lastPlayer.Restart();
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});
AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
AddStep("retrieve mods", () => playerMod2 = (TestMod)player.GameplayState.Mods.Single());
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AddAssert("game mods not applied", () => gameMod.Applied == false);
AddAssert("player has different mods", () => playerMod1 != playerMod2);
AddAssert("player mods applied", () => playerMod2.Applied);
}
[Test]
public void TestModDisplayChanges()
{
var testMod = new TestMod();
AddStep("load player", () => resetPlayer(true));
AddUntilStep("wait for loader to become current", () => loader.IsCurrentScreen());
AddStep("set test mod in loader", () => loader.Mods.Value = new[] { testMod });
AddAssert("test mod is displayed", () => (TestMod)loader.DisplayedMods.Single() == testMod);
}
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[Test]
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public void TestMutedNotificationMasterVolume()
{
addVolumeSteps("master volume", () => audioManager.Volume.Value = 0, () => audioManager.Volume.IsDefault);
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}
[Test]
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public void TestMutedNotificationTrackVolume()
{
addVolumeSteps("music volume", () => audioManager.VolumeTrack.Value = 0, () => audioManager.VolumeTrack.IsDefault);
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}
[Test]
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public void TestMutedNotificationMuteButton()
{
addVolumeSteps("mute button", () =>
{
// Importantly, in the case the volume is muted but the user has a volume level set, it should be retained.
audioManager.VolumeTrack.Value = 0.5f;
volumeOverlay.IsMuted.Value = true;
}, () => !volumeOverlay.IsMuted.Value && audioManager.VolumeTrack.Value == 0.5f);
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}
/// <remarks>
/// Created for avoiding copy pasting code for the same steps.
/// </remarks>
/// <param name="volumeName">What part of the volume system is checked</param>
/// <param name="beforeLoad">The action to be invoked to set the volume before loading</param>
/// <param name="assert">The function to be invoked and checked</param>
private void addVolumeSteps(string volumeName, Action beforeLoad, Func<bool> assert)
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{
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AddStep("reset notification lock", () => sessionStatics.GetBindable<bool>(Static.MutedAudioNotificationShownOnce).Value = false);
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AddStep("load player", () => resetPlayer(false, beforeLoad));
AddUntilStep("wait for player", () => player?.LoadState == LoadState.Ready);
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AddAssert("check for notification", () => notificationOverlay.UnreadCount.Value == 1);
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AddStep("click notification", () =>
{
var scrollContainer = (OsuScrollContainer)notificationOverlay.Children.Last();
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var flowContainer = scrollContainer.Children.OfType<FillFlowContainer<NotificationSection>>().First();
var notification = flowContainer.First();
InputManager.MoveMouseTo(notification);
InputManager.Click(MouseButton.Left);
});
AddAssert("check " + volumeName, assert);
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AddUntilStep("wait for player load", () => player.IsLoaded);
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}
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[TestCase(true)]
[TestCase(false)]
public void TestEpilepsyWarning(bool warning)
{
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AddStep("change epilepsy warning", () => epilepsyWarning = warning);
AddStep("load dummy beatmap", () => resetPlayer(false));
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AddUntilStep("wait for current", () => loader.IsCurrentScreen());
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AddAssert($"epilepsy warning {(warning ? "present" : "absent")}", () => (getWarning() != null) == warning);
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if (warning)
{
AddUntilStep("sound volume decreased", () => Beatmap.Value.Track.AggregateVolume.Value == 0.25);
AddUntilStep("sound volume restored", () => Beatmap.Value.Track.AggregateVolume.Value == 1);
}
}
[TestCase(false, 1.0, false)] // not charging, above cutoff --> no warning
[TestCase(true, 0.1, false)] // charging, below cutoff --> no warning
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[TestCase(false, 0.25, true)] // not charging, at cutoff --> warning
public void TestLowBatteryNotification(bool isCharging, double chargeLevel, bool shouldWarn)
{
AddStep("reset notification lock", () => sessionStatics.GetBindable<bool>(Static.LowBatteryNotificationShownOnce).Value = false);
// set charge status and level
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AddStep("load player", () => resetPlayer(false, () =>
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{
batteryInfo.SetCharging(isCharging);
batteryInfo.SetChargeLevel(chargeLevel);
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}));
AddUntilStep("wait for player", () => player?.LoadState == LoadState.Ready);
AddAssert($"notification {(shouldWarn ? "triggered" : "not triggered")}", () => notificationOverlay.UnreadCount.Value == (shouldWarn ? 1 : 0));
AddStep("click notification", () =>
{
var scrollContainer = (OsuScrollContainer)notificationOverlay.Children.Last();
var flowContainer = scrollContainer.Children.OfType<FillFlowContainer<NotificationSection>>().First();
var notification = flowContainer.First();
InputManager.MoveMouseTo(notification);
InputManager.Click(MouseButton.Left);
});
AddUntilStep("wait for player load", () => player.IsLoaded);
}
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[Test]
public void TestEpilepsyWarningEarlyExit()
{
AddStep("set epilepsy warning", () => epilepsyWarning = true);
AddStep("load dummy beatmap", () => resetPlayer(false));
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AddUntilStep("wait for current", () => loader.IsCurrentScreen());
AddUntilStep("wait for epilepsy warning", () => getWarning().Alpha > 0);
AddUntilStep("warning is shown", () => getWarning().State.Value == Visibility.Visible);
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AddStep("exit early", () => loader.Exit());
AddUntilStep("warning is hidden", () => getWarning().State.Value == Visibility.Hidden);
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AddUntilStep("sound volume restored", () => Beatmap.Value.Track.AggregateVolume.Value == 1);
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}
private EpilepsyWarning getWarning() => loader.ChildrenOfType<EpilepsyWarning>().SingleOrDefault();
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private class TestPlayerLoader : PlayerLoader
{
public new VisualSettings VisualSettings => base.VisualSettings;
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public new Task DisposalTask => base.DisposalTask;
public IReadOnlyList<Mod> DisplayedMods => MetadataInfo.Mods.Value;
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public TestPlayerLoader(Func<Player> createPlayer)
: base(createPlayer)
{
}
}
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private class TestMod : Mod, IApplicableToScoreProcessor
{
public override string Name => string.Empty;
public override string Acronym => string.Empty;
public override double ScoreMultiplier => 1;
public override string Description => string.Empty;
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public bool Applied { get; private set; }
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
{
Applied = true;
}
public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
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}
protected class SlowLoadPlayer : TestPlayer
{
public readonly ManualResetEventSlim AllowLoad = new ManualResetEventSlim(false);
public SlowLoadPlayer(bool allowPause = true, bool showResults = true)
: base(allowPause, showResults)
{
}
[BackgroundDependencyLoader]
private void load()
{
if (!AllowLoad.Wait(TimeSpan.FromSeconds(10)))
throw new TimeoutException();
}
}
/// <summary>
/// Mutable dummy BatteryInfo class for <see cref="TestScenePlayerLoader.TestLowBatteryNotification"/>
/// </summary>
/// <inheritdoc/>
private class LocalBatteryInfo : BatteryInfo
{
private bool isCharging = true;
private double chargeLevel = 1;
public override bool IsCharging => isCharging;
public override double ChargeLevel => chargeLevel;
public void SetCharging(bool value)
{
isCharging = value;
}
public void SetChargeLevel(double value)
{
chargeLevel = value;
}
}
}
}