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Merge pull request #28954 from frenzibyte/fix-pause-input-handling

Fix held gameplay keys stuck after pausing and resuming
This commit is contained in:
Dean Herbert 2024-07-20 15:45:19 +09:00 committed by GitHub
commit 15220f3bf4
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GPG Key ID: B5690EEEBB952194
5 changed files with 277 additions and 8 deletions

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@ -116,7 +116,9 @@ namespace osu.Game.Rulesets.Osu.UI
scaleTransitionContainer.ScaleTo(2, TRANSITION_TIME, Easing.OutQuint);
ResumeRequested?.Invoke();
// When resuming with a button, we do not want the osu! input manager to see this button press and include it in the score.
// To ensure that this works correctly, schedule the resume operation one frame forward, since the resume operation enables the input manager to see input events.
Schedule(() => ResumeRequested?.Invoke());
return true;
}

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@ -0,0 +1,267 @@
// 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;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Testing;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mania;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Screens.Play.HUD;
using osu.Game.Skinning;
using osu.Game.Storyboards;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Gameplay
{
public partial class TestScenePauseInputHandling : PlayerTestScene
{
private Ruleset currentRuleset = new OsuRuleset();
protected override Ruleset CreatePlayerRuleset() => currentRuleset;
protected override bool HasCustomSteps => true;
[Resolved]
private AudioManager audioManager { get; set; } = null!;
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null) =>
new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
[SetUp]
public void SetUp() => Schedule(() =>
{
foreach (var key in InputManager.CurrentState.Keyboard.Keys)
InputManager.ReleaseKey(key);
InputManager.MoveMouseTo(Content);
LocalConfig.SetValue(OsuSetting.KeyOverlay, true);
});
[Test]
public void TestOsuInputNotReceivedWhilePaused()
{
KeyCounter counter = null!;
loadPlayer(() => new OsuRuleset());
AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<OsuAction> actionTrigger && actionTrigger.Action == OsuAction.LeftButton));
checkKey(() => counter, 0, false);
AddStep("press Z", () => InputManager.PressKey(Key.Z));
checkKey(() => counter, 1, true);
AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
checkKey(() => counter, 1, false);
AddStep("pause", () => Player.Pause());
AddStep("press Z", () => InputManager.PressKey(Key.Z));
checkKey(() => counter, 1, false);
AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
checkKey(() => counter, 1, false);
AddStep("resume", () => Player.Resume());
AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
AddStep("press Z to resume", () => InputManager.PressKey(Key.Z));
// Z key was released before pause, resuming should not trigger it
checkKey(() => counter, 1, false);
AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
checkKey(() => counter, 1, false);
AddStep("press Z", () => InputManager.PressKey(Key.Z));
checkKey(() => counter, 2, true);
AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
checkKey(() => counter, 2, false);
}
[Test]
public void TestManiaInputNotReceivedWhilePaused()
{
KeyCounter counter = null!;
loadPlayer(() => new ManiaRuleset());
AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<ManiaAction> actionTrigger && actionTrigger.Action == ManiaAction.Key1));
checkKey(() => counter, 0, false);
AddStep("press D", () => InputManager.PressKey(Key.D));
checkKey(() => counter, 1, true);
AddStep("release D", () => InputManager.ReleaseKey(Key.D));
checkKey(() => counter, 1, false);
AddStep("pause", () => Player.Pause());
AddStep("press D", () => InputManager.PressKey(Key.D));
checkKey(() => counter, 1, false);
AddStep("release D", () => InputManager.ReleaseKey(Key.D));
checkKey(() => counter, 1, false);
AddStep("resume", () => Player.Resume());
AddUntilStep("wait for resume", () => Player.GameplayClockContainer.IsRunning);
checkKey(() => counter, 1, false);
AddStep("press D", () => InputManager.PressKey(Key.D));
checkKey(() => counter, 2, true);
AddStep("release D", () => InputManager.ReleaseKey(Key.D));
checkKey(() => counter, 2, false);
}
[Test]
public void TestOsuPreviouslyHeldInputReleaseOnResume()
{
KeyCounter counterZ = null!;
KeyCounter counterX = null!;
loadPlayer(() => new OsuRuleset());
AddStep("get key counter Z", () => counterZ = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<OsuAction> actionTrigger && actionTrigger.Action == OsuAction.LeftButton));
AddStep("get key counter X", () => counterX = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<OsuAction> actionTrigger && actionTrigger.Action == OsuAction.RightButton));
AddStep("press Z", () => InputManager.PressKey(Key.Z));
AddStep("pause", () => Player.Pause());
AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
AddStep("resume", () => Player.Resume());
AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
AddStep("press and release Z", () => InputManager.Key(Key.Z));
checkKey(() => counterZ, 1, false);
AddStep("press X", () => InputManager.PressKey(Key.X));
AddStep("pause", () => Player.Pause());
AddStep("release X", () => InputManager.ReleaseKey(Key.X));
checkKey(() => counterX, 1, true);
AddStep("resume", () => Player.Resume());
AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
AddStep("press Z to resume", () => InputManager.PressKey(Key.Z));
checkKey(() => counterZ, 1, false);
checkKey(() => counterX, 1, false);
}
[Test]
public void TestManiaPreviouslyHeldInputReleaseOnResume()
{
KeyCounter counter = null!;
loadPlayer(() => new ManiaRuleset());
AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<ManiaAction> actionTrigger && actionTrigger.Action == ManiaAction.Key1));
AddStep("press D", () => InputManager.PressKey(Key.D));
AddStep("pause", () => Player.Pause());
AddStep("release D", () => InputManager.ReleaseKey(Key.D));
checkKey(() => counter, 1, true);
AddStep("resume", () => Player.Resume());
AddUntilStep("wait for resume", () => Player.GameplayClockContainer.IsRunning);
checkKey(() => counter, 1, false);
}
[Test]
public void TestOsuHeldInputRemainHeldAfterResume()
{
KeyCounter counterZ = null!;
KeyCounter counterX = null!;
loadPlayer(() => new OsuRuleset());
AddStep("get key counter Z", () => counterZ = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<OsuAction> actionTrigger && actionTrigger.Action == OsuAction.LeftButton));
AddStep("get key counter X", () => counterX = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<OsuAction> actionTrigger && actionTrigger.Action == OsuAction.RightButton));
AddStep("press Z", () => InputManager.PressKey(Key.Z));
AddStep("pause", () => Player.Pause());
AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
AddStep("resume", () => Player.Resume());
AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
AddStep("press Z to resume", () => InputManager.PressKey(Key.Z));
checkKey(() => counterZ, 1, true);
AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
checkKey(() => counterZ, 1, false);
AddStep("press X", () => InputManager.PressKey(Key.X));
checkKey(() => counterX, 1, true);
AddStep("pause", () => Player.Pause());
AddStep("release X", () => InputManager.ReleaseKey(Key.X));
AddStep("press X", () => InputManager.PressKey(Key.X));
AddStep("resume", () => Player.Resume());
AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
AddStep("press Z to resume", () => InputManager.PressKey(Key.Z));
checkKey(() => counterZ, 1, false);
checkKey(() => counterX, 1, true);
AddStep("release X", () => InputManager.ReleaseKey(Key.X));
checkKey(() => counterZ, 1, false);
checkKey(() => counterX, 1, false);
}
[Test]
public void TestManiaHeldInputRemainHeldAfterResume()
{
KeyCounter counter = null!;
loadPlayer(() => new ManiaRuleset());
AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<ManiaAction> actionTrigger && actionTrigger.Action == ManiaAction.Key1));
AddStep("press D", () => InputManager.PressKey(Key.D));
checkKey(() => counter, 1, true);
AddStep("pause", () => Player.Pause());
AddStep("release D", () => InputManager.ReleaseKey(Key.D));
AddStep("press D", () => InputManager.PressKey(Key.D));
AddStep("resume", () => Player.Resume());
AddUntilStep("wait for resume", () => Player.GameplayClockContainer.IsRunning);
checkKey(() => counter, 1, true);
AddStep("release D", () => InputManager.ReleaseKey(Key.D));
checkKey(() => counter, 1, false);
}
private void loadPlayer(Func<Ruleset> createRuleset)
{
AddStep("set ruleset", () => currentRuleset = createRuleset());
AddStep("load player", LoadPlayer);
AddUntilStep("player loaded", () => Player.IsLoaded && Player.Alpha == 1);
AddUntilStep("wait for hud", () => Player.HUDOverlay.ChildrenOfType<SkinComponentsContainer>().All(s => s.ComponentsLoaded));
AddStep("seek to gameplay", () => Player.GameplayClockContainer.Seek(20000));
AddUntilStep("wait for seek to finish", () => Player.DrawableRuleset.FrameStableClock.CurrentTime, () => Is.EqualTo(20000).Within(500));
AddAssert("not in break", () => !Player.IsBreakTime.Value);
}
private void checkKey(Func<KeyCounter> counter, int count, bool active)
{
AddAssert($"key count = {count}", () => counter().CountPresses.Value, () => Is.EqualTo(count));
AddAssert($"key active = {active}", () => counter().IsActive.Value, () => Is.EqualTo(active));
}
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new PausePlayer();
private partial class PausePlayer : TestPlayer
{
protected override double PauseCooldownDuration => 0;
public PausePlayer()
: base(allowPause: true, showResults: false)
{
}
}
}
}

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@ -32,8 +32,6 @@ namespace osu.Game.Screens.Play
private const int button_height = 70;
private const float background_alpha = 0.75f;
protected override bool BlockNonPositionalInput => true;
protected override bool BlockScrollInput => false;
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;

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@ -24,7 +24,9 @@ namespace osu.Game.Screens.Play.HUD
/// <summary>
/// Whether this <see cref="KeyCounter"/> is currently in the "activated" state because the associated key is currently pressed.
/// </summary>
protected readonly Bindable<bool> IsActive = new BindableBool();
public IBindable<bool> IsActive => isActive;
private readonly Bindable<bool> isActive = new BindableBool();
protected KeyCounter(InputTrigger trigger)
{
@ -36,12 +38,12 @@ namespace osu.Game.Screens.Play.HUD
protected virtual void Activate(bool forwardPlayback = true)
{
IsActive.Value = true;
isActive.Value = true;
}
protected virtual void Deactivate(bool forwardPlayback = true)
{
IsActive.Value = false;
isActive.Value = false;
}
protected override void Dispose(bool isDisposing)

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@ -987,14 +987,14 @@ namespace osu.Game.Screens.Play
/// <summary>
/// The amount of gameplay time after which a second pause is allowed.
/// </summary>
private const double pause_cooldown = 1000;
protected virtual double PauseCooldownDuration => 1000;
protected PauseOverlay PauseOverlay { get; private set; }
private double? lastPauseActionTime;
protected bool PauseCooldownActive =>
lastPauseActionTime.HasValue && GameplayClockContainer.CurrentTime < lastPauseActionTime + pause_cooldown;
lastPauseActionTime.HasValue && GameplayClockContainer.CurrentTime < lastPauseActionTime + PauseCooldownDuration;
/// <summary>
/// A set of conditionals which defines whether the current game state and configuration allows for