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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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using System.Collections.Generic ;
using System.Linq ;
using NUnit.Framework ;
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using osu.Framework.Screens ;
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using osu.Game.Beatmaps ;
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using osu.Game.Beatmaps.ControlPoints ;
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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.Replays ;
using osu.Game.Rulesets.Replays ;
using osu.Game.Rulesets.Scoring ;
using osu.Game.Scoring ;
using osu.Game.Screens.Play ;
using osu.Game.Tests.Visual ;
using osuTK ;
namespace osu.Game.Rulesets.Osu.Tests
{
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public partial class TestSceneSliderInput : RateAdjustedBeatmapTestScene
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{
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private const double time_before_slider = 250 ;
private const double time_slider_start = 1500 ;
private const double time_during_slide_1 = 2500 ;
private const double time_during_slide_2 = 3000 ;
private const double time_during_slide_3 = 3500 ;
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private const double time_during_slide_4 = 3800 ;
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private const double time_slider_end = 4000 ;
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private ScoreAccessibleReplayPlayer currentPlayer = null ! ;
private const float slider_path_length = 25 ;
private readonly List < JudgementResult > judgementResults = new List < JudgementResult > ( ) ;
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[TestCase(30, 0)]
[TestCase(30, 1)]
[TestCase(40, 0)]
[TestCase(40, 1)]
[TestCase(50, 1)]
[TestCase(60, 1)]
[TestCase(70, 1)]
[TestCase(80, 1)]
[TestCase(80, 0)]
[TestCase(80, 10)]
[TestCase(90, 1)]
[Ignore("headless test doesn't run at high enough precision for this to always enter a tracking state in time.")]
public void TestVeryShortSliderMissHead ( float sliderLength , int repeatCount )
{
performTest ( new List < ReplayFrame >
{
new OsuReplayFrame { Position = new Vector2 ( 50 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = time_slider_start - 10 } ,
new OsuReplayFrame { Position = new Vector2 ( 50 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = time_slider_start + 2000 } ,
} , new Slider
{
StartTime = time_slider_start ,
Position = new Vector2 ( 0 , 0 ) ,
SliderVelocityMultiplier = 10f ,
RepeatCount = repeatCount ,
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Path = new SliderPath ( PathType . LINEAR , new [ ]
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{
Vector2 . Zero ,
new Vector2 ( sliderLength , 0 ) ,
} ) ,
} , 240 , 1 ) ;
AddAssert ( "Head judgement is first" , ( ) = > judgementResults [ 0 ] . HitObject is SliderHeadCircle ) ;
AddAssert ( "Tail judgement is second last" , ( ) = > judgementResults [ ^ 2 ] . HitObject is SliderTailCircle ) ;
AddAssert ( "Slider judgement is last" , ( ) = > judgementResults [ ^ 1 ] . HitObject is Slider ) ;
}
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// Making these too short causes breakage from frames not being processed fast enough.
// To keep things simple, these tests are crafted to always be >16ms length.
// If sliders shorter than this are ever used in gameplay it will probably break things and we can revisit.
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[TestCase(30, 0)]
[TestCase(30, 1)]
[TestCase(40, 0)]
[TestCase(40, 1)]
[TestCase(50, 1)]
[TestCase(60, 1)]
[TestCase(70, 1)]
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[TestCase(80, 1)]
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[TestCase(80, 0)]
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[TestCase(80, 10)]
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[TestCase(90, 1)]
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[Ignore("headless test doesn't run at high enough precision for this to always enter a tracking state in time.")]
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public void TestVeryShortSlider ( float sliderLength , int repeatCount )
{
Slider slider ;
performTest ( new List < ReplayFrame >
{
new OsuReplayFrame { Position = new Vector2 ( 10 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = time_slider_start - 10 } ,
new OsuReplayFrame { Position = new Vector2 ( 10 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = time_slider_start + 2000 } ,
} , slider = new Slider
{
StartTime = time_slider_start ,
Position = new Vector2 ( 0 , 0 ) ,
SliderVelocityMultiplier = 10f ,
RepeatCount = repeatCount ,
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Path = new SliderPath ( PathType . LINEAR , new [ ]
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{
Vector2 . Zero ,
new Vector2 ( sliderLength , 0 ) ,
} ) ,
} , 240 , 1 ) ;
assertAllMaxJudgements ( ) ;
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AddAssert ( "Head judgement is first" , ( ) = > judgementResults . First ( ) . HitObject is SliderHeadCircle ) ;
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// Even if the last tick is hit early, the slider should always execute its final judgement at its endtime.
// If not, hitsounds will not play on time.
AddAssert ( "Judgement offset is zero" , ( ) = > judgementResults . Last ( ) . TimeOffset = = 0 ) ;
AddAssert ( "Slider judged at end time" , ( ) = > judgementResults . Last ( ) . TimeAbsolute , ( ) = > Is . EqualTo ( slider . EndTime ) ) ;
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AddAssert ( "Slider is last judgement" , ( ) = > judgementResults [ ^ 1 ] . HitObject , Is . TypeOf < Slider > ) ;
AddAssert ( "Tail is second last judgement" , ( ) = > judgementResults [ ^ 2 ] . HitObject , Is . TypeOf < SliderTailCircle > ) ;
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}
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[TestCase(300, false)]
[TestCase(200, true)]
[TestCase(150, true)]
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[TestCase(120, true)]
[TestCase(60, true)]
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[TestCase(10, true)]
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[TestCase(0, true)]
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[TestCase(-30, false)]
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[Ignore("headless test doesn't run at high enough precision for this to always enter a tracking state in time.")]
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public void TestTailLeniency ( float finalPosition , bool hit )
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{
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Slider slider ;
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performTest ( new List < ReplayFrame >
{
new OsuReplayFrame { Position = Vector2 . Zero , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = time_slider_start } ,
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new OsuReplayFrame { Position = new Vector2 ( finalPosition , slider_path_length * 3 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = time_slider_start + 20 } ,
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} , slider = new Slider
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{
StartTime = time_slider_start ,
Position = new Vector2 ( 0 , 0 ) ,
SliderVelocityMultiplier = 10f ,
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Path = new SliderPath ( PathType . LINEAR , new [ ]
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{
Vector2 . Zero ,
new Vector2 ( slider_path_length * 10 , 0 ) ,
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new Vector2 ( slider_path_length * 10 , slider_path_length * 3 ) ,
new Vector2 ( 0 , slider_path_length * 3 ) ,
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} ) ,
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} , 240 , 1 ) ;
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if ( hit )
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assertAllMaxJudgements ( ) ;
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else
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assertMidSliderJudgementFail ( ) ;
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AddAssert ( "Head judgement is first" , ( ) = > judgementResults . First ( ) . HitObject is SliderHeadCircle ) ;
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// Even if the last tick is hit early, the slider should always execute its final judgement at its endtime.
// If not, hitsounds will not play on time.
AddAssert ( "Judgement offset is zero" , ( ) = > judgementResults . Last ( ) . TimeOffset = = 0 ) ;
AddAssert ( "Slider judged at end time" , ( ) = > judgementResults . Last ( ) . TimeAbsolute , ( ) = > Is . EqualTo ( slider . EndTime ) ) ;
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}
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[Test]
public void TestPressBothKeysSimultaneouslyAndReleaseOne ( )
{
performTest ( new List < ReplayFrame >
{
new OsuReplayFrame { Position = Vector2 . Zero , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = time_slider_start } ,
new OsuReplayFrame { Position = Vector2 . Zero , Actions = { OsuAction . RightButton } , Time = time_during_slide_1 } ,
} ) ;
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assertAllMaxJudgements ( ) ;
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}
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/// <summary>
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/// Scenario:
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/// - Press a key before a slider starts
/// - Press the other key on the slider head timed correctly while holding the original key
/// - Release the latter pressed key
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/// Expected Result:
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/// A passing test case will have the cursor lose tracking on replay frame 3.
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/// </summary>
[Test]
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public void TestInvalidKeyTransfer ( )
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{
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performTest ( new List < ReplayFrame >
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{
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new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_before_slider } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = time_slider_start } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_1 } ,
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} ) ;
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assertMidSliderJudgementFail ( ) ;
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}
/// <summary>
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/// Scenario:
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/// - Press a key on the slider head timed correctly
/// - Press the other key in the middle of the slider while holding the original key
/// - Release the original key used to hit the slider
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/// Expected Result:
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/// A passing test case will have the cursor continue tracking on replay frame 3.
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/// </summary>
[Test]
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public void TestLeftBeforeSliderThenRightThenLettingGoOfLeft ( )
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{
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performTest ( new List < ReplayFrame >
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{
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new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_slider_start } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = time_during_slide_1 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . RightButton } , Time = time_during_slide_2 } ,
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} ) ;
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assertAllMaxJudgements ( ) ;
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}
/// <summary>
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/// Scenario:
/// - Press a key on the slider head timed correctly
/// - Press the other key in the middle of the slider while holding the original key
/// - Release the new key that was pressed second
/// Expected Result:
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/// A passing test case will have the cursor continue tracking on replay frame 3.
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/// </summary>
[Test]
public void TestTrackingRetentionLeftRightLeft ( )
{
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performTest ( new List < ReplayFrame >
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{
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new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_before_slider } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = time_slider_start } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . RightButton } , Time = time_during_slide_1 } ,
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} ) ;
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assertAllMaxJudgements ( ) ;
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}
/// <summary>
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/// Scenario:
/// - Press a key before a slider starts
/// - Press the other key on the slider head timed correctly while holding the original key
/// - Release the key that was held down before the slider started.
/// Expected Result:
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/// A passing test case will have the cursor continue tracking on replay frame 3
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/// </summary>
[Test]
public void TestTrackingLeftBeforeSliderToRight ( )
{
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performTest ( new List < ReplayFrame >
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{
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new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_before_slider } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = time_slider_start } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . RightButton } , Time = time_during_slide_1 } ,
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} ) ;
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assertAllMaxJudgements ( ) ;
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}
/// <summary>
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/// Scenario:
/// - Press a key before a slider starts
/// - Hold the key down throughout the slider without pressing any other buttons.
/// Expected Result:
/// A passing test case will have the cursor track the slider, but miss the slider head.
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/// </summary>
[Test]
public void TestTrackingPreclicked ( )
{
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performTest ( new List < ReplayFrame >
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{
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new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_before_slider } ,
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} ) ;
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assertHeadMissTailTracked ( ) ;
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}
/// <summary>
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/// Scenario:
/// - Press a key before a slider starts
/// - Hold the key down after the slider starts
/// - Move the cursor away from the slider body
/// - Move the cursor back onto the body
/// Expected Result:
/// A passing test case will have the cursor track the slider, miss the head, miss the ticks where its outside of the body, and resume tracking when the cursor returns.
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/// </summary>
[Test]
public void TestTrackingReturnMidSlider ( )
{
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performTest ( new List < ReplayFrame >
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{
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new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_slider_start } ,
new OsuReplayFrame { Position = new Vector2 ( 150 , 150 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_1 } ,
new OsuReplayFrame { Position = new Vector2 ( 200 , 200 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_2 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_3 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_4 } ,
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} ) ;
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assertMidSliderJudgements ( ) ;
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}
/// <summary>
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/// Scenario:
/// - Press a key before a slider starts
/// - Press the other key on the slider head timed correctly while holding the original key
/// - Release the key used to hit the slider head
/// - While holding the first key, move the cursor away from the slider body
/// - Still holding the first key, move the cursor back to the slider body
/// Expected Result:
/// A passing test case will have the slider not track despite having the cursor return to the slider body.
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/// </summary>
[Test]
public void TestTrackingReturnMidSliderKeyDownBefore ( )
{
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performTest ( new List < ReplayFrame >
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{
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new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_before_slider } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = time_slider_start } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_1 } ,
new OsuReplayFrame { Position = new Vector2 ( 200 , 200 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_2 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_3 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_4 } ,
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} ) ;
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assertMidSliderJudgementFail ( ) ;
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}
/// <summary>
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/// Scenario:
/// - Wait for the slider to reach a mid-point
/// - Press a key away from the slider body
/// - While holding down the key, move into the slider body
/// Expected Result:
/// A passing test case will have the slider track the cursor after the cursor enters the slider body.
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/// </summary>
[Test]
public void TestTrackingMidSlider ( )
{
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performTest ( new List < ReplayFrame >
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{
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new OsuReplayFrame { Position = new Vector2 ( 150 , 150 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_1 } ,
new OsuReplayFrame { Position = new Vector2 ( 200 , 200 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_2 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_3 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_4 } ,
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} ) ;
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assertMidSliderJudgements ( ) ;
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}
/// <summary>
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/// Scenario:
/// - Press a key before the slider starts
/// - Press another key on the slider head while holding the original key
/// - Move out of the slider body while releasing the two pressed keys
/// - Move back into the slider body while pressing any key.
/// Expected Result:
/// A passing test case will have the slider track the cursor after the cursor enters the slider body.
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/// </summary>
[Test]
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public void TestMidSliderTrackingAcquired ( )
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{
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performTest ( new List < ReplayFrame >
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{
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new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_before_slider } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = time_slider_start } ,
new OsuReplayFrame { Position = new Vector2 ( 100 , 100 ) , Time = time_during_slide_1 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_2 } ,
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} ) ;
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assertMidSliderJudgements ( ) ;
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}
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[Test]
public void TestMidSliderTrackingAcquiredWithMouseDownOutsideSlider ( )
{
performTest ( new List < ReplayFrame >
{
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_before_slider } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton , OsuAction . RightButton } , Time = time_slider_start } ,
new OsuReplayFrame { Position = new Vector2 ( 100 , 100 ) , Actions = { OsuAction . RightButton } , Time = time_during_slide_1 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . RightButton } , Time = time_during_slide_2 } ,
} ) ;
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assertMidSliderJudgements ( ) ;
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}
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/// <summary>
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/// Scenario:
/// - Press a key on the slider head
/// - While holding the key, move outside of the slider body with the cursor
/// - Release the key while outside of the slider body
/// - Press the key again while outside of the slider body
/// - Move back into the slider body while holding the pressed key
/// Expected Result:
/// A passing test case will have the slider track the cursor after the cursor enters the slider body.
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/// </summary>
[Test]
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public void TestTrackingReleasedValidKey ( )
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{
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performTest ( new List < ReplayFrame >
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{
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new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_slider_start } ,
new OsuReplayFrame { Position = new Vector2 ( 100 , 100 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_1 } ,
new OsuReplayFrame { Position = new Vector2 ( 100 , 100 ) , Time = time_during_slide_2 } ,
new OsuReplayFrame { Position = new Vector2 ( 100 , 100 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_3 } ,
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_during_slide_4 } ,
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} ) ;
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assertMidSliderJudgements ( ) ;
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}
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/// <summary>
/// Scenario:
/// - Press a key on the slider head
/// - While holding the key, move cursor close to the edge of tracking area
/// - Keep the cursor on the edge of tracking area until the slider ends
/// Expected Result:
/// A passing test case will have the slider track the cursor throughout the whole test.
/// </summary>
[Test]
public void TestTrackingAreaEdge ( )
{
performTest ( new List < ReplayFrame >
{
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_slider_start } ,
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new OsuReplayFrame { Position = new Vector2 ( 0 , OsuHitObject . OBJECT_RADIUS * 1.19f ) , Actions = { OsuAction . LeftButton } , Time = time_slider_start + 250 } ,
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new OsuReplayFrame { Position = new Vector2 ( slider_path_length , OsuHitObject . OBJECT_RADIUS * 1.199f ) , Actions = { OsuAction . LeftButton } , Time = time_slider_end } ,
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} ) ;
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assertAllMaxJudgements ( ) ;
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}
/// <summary>
/// Scenario:
/// - Press a key on the slider head
/// - While holding the key, move cursor just outside the tracking area
/// - Keep the cursor just outside the tracking area until the slider ends
/// Expected Result:
/// A passing test case will have the slider drop the tracking on frame 2.
/// </summary>
[Test]
public void TestTrackingAreaOutsideEdge ( )
{
performTest ( new List < ReplayFrame >
{
new OsuReplayFrame { Position = new Vector2 ( 0 , 0 ) , Actions = { OsuAction . LeftButton } , Time = time_slider_start } ,
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new OsuReplayFrame { Position = new Vector2 ( 0 , OsuHitObject . OBJECT_RADIUS * 1.21f ) , Actions = { OsuAction . LeftButton } , Time = time_slider_start + 250 } ,
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new OsuReplayFrame { Position = new Vector2 ( slider_path_length , OsuHitObject . OBJECT_RADIUS * 1.201f ) , Actions = { OsuAction . LeftButton } , Time = time_slider_end } ,
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} ) ;
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assertMidSliderJudgementFail ( ) ;
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}
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private void assertAllMaxJudgements ( )
{
AddAssert ( "All judgements max" , ( ) = >
{
return judgementResults . Select ( j = > ( j . HitObject , j . Type ) ) ;
} , ( ) = > Is . EqualTo ( judgementResults . Select ( j = > ( j . HitObject , j . Judgement . MaxResult ) ) ) ) ;
}
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private void assertHeadMissTailTracked ( )
{
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AddAssert ( "Tracking retained" , ( ) = > judgementResults [ ^ 2 ] . Type , ( ) = > Is . EqualTo ( HitResult . SliderTailHit ) ) ;
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AddAssert ( "Slider head missed" , ( ) = > judgementResults . First ( ) . IsHit , ( ) = > Is . False ) ;
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}
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private void assertMidSliderJudgements ( )
{
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AddAssert ( "Tracking acquired" , ( ) = > judgementResults [ ^ 2 ] . Type , ( ) = > Is . EqualTo ( HitResult . SliderTailHit ) ) ;
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}
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private void assertMidSliderJudgementFail ( )
{
AddAssert ( "Tracking lost" , ( ) = > judgementResults [ ^ 2 ] . Type , ( ) = > Is . EqualTo ( HitResult . IgnoreMiss ) ) ;
}
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private void performTest ( List < ReplayFrame > frames , Slider ? slider = null , double? bpm = null , int? tickRate = null )
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{
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slider ? ? = new Slider
{
StartTime = time_slider_start ,
Position = new Vector2 ( 0 , 0 ) ,
SliderVelocityMultiplier = 0.1f ,
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Path = new SliderPath ( PathType . PERFECT_CURVE , new [ ]
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{
Vector2 . Zero ,
new Vector2 ( slider_path_length , 0 ) ,
} , slider_path_length ) ,
} ;
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AddStep ( "load player" , ( ) = >
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{
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var cpi = new ControlPointInfo ( ) ;
if ( bpm ! = null )
cpi . Add ( 0 , new TimingControlPoint { BeatLength = 60000 / bpm . Value } ) ;
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Beatmap . Value = CreateWorkingBeatmap ( new Beatmap < OsuHitObject >
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{
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HitObjects = { slider } ,
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BeatmapInfo =
{
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Difficulty = new BeatmapDifficulty
{
SliderTickRate = tickRate ? ? 3 ,
SliderMultiplier = 1 ,
} ,
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Ruleset = new OsuRuleset ( ) . RulesetInfo ,
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} ,
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ControlPointInfo = cpi ,
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} ) ;
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var p = new ScoreAccessibleReplayPlayer ( new Score { Replay = new Replay { Frames = frames } } ) ;
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p . OnLoadComplete + = _ = >
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{
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p . ScoreProcessor . NewJudgement + = result = >
{
if ( currentPlayer = = p ) judgementResults . Add ( result ) ;
} ;
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} ;
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LoadScreen ( currentPlayer = p ) ;
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judgementResults . Clear ( ) ;
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} ) ;
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AddUntilStep ( "Beatmap at 0" , ( ) = > Beatmap . Value . Track . CurrentTime = = 0 ) ;
AddUntilStep ( "Wait until player is loaded" , ( ) = > currentPlayer . IsCurrentScreen ( ) ) ;
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AddUntilStep ( "Wait for completion" , ( ) = > currentPlayer . ScoreProcessor . HasCompleted . Value ) ;
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}
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private partial class ScoreAccessibleReplayPlayer : ReplayPlayer
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{
public new ScoreProcessor ScoreProcessor = > base . ScoreProcessor ;
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protected override bool PauseOnFocusLost = > false ;
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public ScoreAccessibleReplayPlayer ( Score score )
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: base ( score , new PlayerConfiguration
{
AllowPause = false ,
ShowResults = false ,
} )
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{
}
}
}
}