From 4ce687d608badbf3828992852e4070dcfb978cf4 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Fri, 14 Feb 2020 17:03:23 +0900 Subject: [PATCH 1/9] Move public methods up --- osu.Game.Rulesets.Osu/Mods/OsuModRelax.cs | 24 +++++++++++------------ 1 file changed, 12 insertions(+), 12 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Mods/OsuModRelax.cs b/osu.Game.Rulesets.Osu/Mods/OsuModRelax.cs index d971e777ec..f874bc271f 100644 --- a/osu.Game.Rulesets.Osu/Mods/OsuModRelax.cs +++ b/osu.Game.Rulesets.Osu/Mods/OsuModRelax.cs @@ -24,6 +24,18 @@ namespace osu.Game.Rulesets.Osu.Mods /// private const float relax_leniency = 3; + private bool wasHit; + private bool wasLeft; + + private OsuInputManager osuInputManager; + + public void ApplyToDrawableRuleset(DrawableRuleset drawableRuleset) + { + // grab the input manager for future use. + osuInputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager; + osuInputManager.AllowUserPresses = false; + } + public void Update(Playfield playfield) { bool requiresHold = false; @@ -79,11 +91,6 @@ namespace osu.Game.Rulesets.Osu.Mods } } - private bool wasHit; - private bool wasLeft; - - private OsuInputManager osuInputManager; - private void addAction(bool hitting) { if (wasHit == hitting) @@ -104,12 +111,5 @@ namespace osu.Game.Rulesets.Osu.Mods state.Apply(osuInputManager.CurrentState, osuInputManager); } - - public void ApplyToDrawableRuleset(DrawableRuleset drawableRuleset) - { - // grab the input manager for future use. - osuInputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager; - osuInputManager.AllowUserPresses = false; - } } } From 61a7f04efb7036a9998160b73d3f6166a671005c Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Fri, 14 Feb 2020 17:13:50 +0900 Subject: [PATCH 2/9] Add a sane key up delay to relax mod --- osu.Game.Rulesets.Osu/Mods/OsuModRelax.cs | 50 +++++++++++++--------- osu.Game/Rulesets/Replays/AutoGenerator.cs | 2 +- 2 files changed, 30 insertions(+), 22 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Mods/OsuModRelax.cs b/osu.Game.Rulesets.Osu/Mods/OsuModRelax.cs index f874bc271f..6286c80d7c 100644 --- a/osu.Game.Rulesets.Osu/Mods/OsuModRelax.cs +++ b/osu.Game.Rulesets.Osu/Mods/OsuModRelax.cs @@ -9,6 +9,7 @@ using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects.Drawables; +using osu.Game.Rulesets.Replays; using osu.Game.Rulesets.UI; using static osu.Game.Input.Handlers.ReplayInputHandler; @@ -24,11 +25,14 @@ namespace osu.Game.Rulesets.Osu.Mods /// private const float relax_leniency = 3; - private bool wasHit; + private bool isDownState; private bool wasLeft; private OsuInputManager osuInputManager; + private ReplayState state; + private double lastStateChangeTime; + public void ApplyToDrawableRuleset(DrawableRuleset drawableRuleset) { // grab the input manager for future use. @@ -75,11 +79,14 @@ namespace osu.Game.Rulesets.Osu.Mods if (requiresHit) { - addAction(false); - addAction(true); + changeState(false); + changeState(true); } - addAction(requiresHold); + if (requiresHold) + changeState(true); + else if (isDownState && time - lastStateChangeTime > AutoGenerator.KEY_UP_DELAY) + changeState(false); void handleHitCircle(DrawableHitCircle circle) { @@ -89,27 +96,28 @@ namespace osu.Game.Rulesets.Osu.Mods Debug.Assert(circle.HitObject.HitWindows != null); requiresHit |= circle.HitObject.HitWindows.CanBeHit(time - circle.HitObject.StartTime); } - } - private void addAction(bool hitting) - { - if (wasHit == hitting) - return; - - wasHit = hitting; - - var state = new ReplayState + void changeState(bool down) { - PressedActions = new List() - }; + if (isDownState == down) + return; - if (hitting) - { - state.PressedActions.Add(wasLeft ? OsuAction.LeftButton : OsuAction.RightButton); - wasLeft = !wasLeft; + isDownState = down; + lastStateChangeTime = time; + + state = new ReplayState + { + PressedActions = new List() + }; + + if (down) + { + state.PressedActions.Add(wasLeft ? OsuAction.LeftButton : OsuAction.RightButton); + wasLeft = !wasLeft; + } + + state?.Apply(osuInputManager.CurrentState, osuInputManager); } - - state.Apply(osuInputManager.CurrentState, osuInputManager); } } } diff --git a/osu.Game/Rulesets/Replays/AutoGenerator.cs b/osu.Game/Rulesets/Replays/AutoGenerator.cs index 3319f30a6f..b3c609f2f4 100644 --- a/osu.Game/Rulesets/Replays/AutoGenerator.cs +++ b/osu.Game/Rulesets/Replays/AutoGenerator.cs @@ -32,7 +32,7 @@ namespace osu.Game.Rulesets.Replays #region Constants // Shared amongst all modes - protected const double KEY_UP_DELAY = 50; + public const double KEY_UP_DELAY = 50; #endregion From de646649def7d7ca2d0322ab925f386c46343e63 Mon Sep 17 00:00:00 2001 From: smoogipoo Date: Fri, 14 Feb 2020 17:59:14 +0900 Subject: [PATCH 3/9] Use test beatmap instead of beatmap manager --- .../TestSceneMatchBeatmapDetailArea.cs | 30 ++++--------------- 1 file changed, 5 insertions(+), 25 deletions(-) diff --git a/osu.Game.Tests/Visual/Multiplayer/TestSceneMatchBeatmapDetailArea.cs b/osu.Game.Tests/Visual/Multiplayer/TestSceneMatchBeatmapDetailArea.cs index 09d882a265..13fcc18e56 100644 --- a/osu.Game.Tests/Visual/Multiplayer/TestSceneMatchBeatmapDetailArea.cs +++ b/osu.Game.Tests/Visual/Multiplayer/TestSceneMatchBeatmapDetailArea.cs @@ -1,37 +1,25 @@ // Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. -using System.Linq; using NUnit.Framework; -using osu.Framework.Allocation; using osu.Framework.Graphics; -using osu.Framework.Utils; -using osu.Game.Beatmaps; using osu.Game.Online.Multiplayer; -using osu.Game.Rulesets; +using osu.Game.Rulesets.Osu; using osu.Game.Rulesets.Osu.Mods; using osu.Game.Screens.Multi.Components; +using osu.Game.Tests.Beatmaps; using osuTK; namespace osu.Game.Tests.Visual.Multiplayer { public class TestSceneMatchBeatmapDetailArea : MultiplayerTestScene { - [Resolved] - private BeatmapManager beatmapManager { get; set; } - - [Resolved] - - private RulesetStore rulesetStore { get; set; } - - private MatchBeatmapDetailArea detailArea; - [SetUp] public void Setup() => Schedule(() => { Room.Playlist.Clear(); - Child = detailArea = new MatchBeatmapDetailArea + Child = new MatchBeatmapDetailArea { Anchor = Anchor.Centre, Origin = Anchor.Centre, @@ -42,19 +30,11 @@ namespace osu.Game.Tests.Visual.Multiplayer private void createNewItem() { - var set = beatmapManager.GetAllUsableBeatmapSetsEnumerable().First(); - var rulesets = rulesetStore.AvailableRulesets.ToList(); - - var beatmap = set.Beatmaps[RNG.Next(0, set.Beatmaps.Count)]; - - beatmap.BeatmapSet = set; - beatmap.Metadata = set.Metadata; - Room.Playlist.Add(new PlaylistItem { ID = Room.Playlist.Count, - Beatmap = { Value = beatmap }, - Ruleset = { Value = rulesets[RNG.Next(0, rulesets.Count)] }, + Beatmap = { Value = new TestBeatmap(new OsuRuleset().RulesetInfo).BeatmapInfo }, + Ruleset = { Value = new OsuRuleset().RulesetInfo }, RequiredMods = { new OsuModHardRock(), From 47325601f42a293d6b259e27489cfedf7b72e807 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Fri, 14 Feb 2020 19:02:11 +0900 Subject: [PATCH 4/9] Add failing test --- .../Visual/Gameplay/TestScenePlayerLoader.cs | 37 ++++++++++++++++++- 1 file changed, 36 insertions(+), 1 deletion(-) diff --git a/osu.Game.Tests/Visual/Gameplay/TestScenePlayerLoader.cs b/osu.Game.Tests/Visual/Gameplay/TestScenePlayerLoader.cs index 33ecbed62e..4f19067126 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestScenePlayerLoader.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestScenePlayerLoader.cs @@ -91,9 +91,44 @@ namespace osu.Game.Tests.Visual.Gameplay { AddStep("load dummy beatmap", () => ResetPlayer(false)); AddUntilStep("wait for current", () => loader.IsCurrentScreen()); - AddRepeatStep("move mouse", () => InputManager.MoveMouseTo(loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft + (loader.VisualSettings.ScreenSpaceDrawQuad.BottomRight - loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft) * RNG.NextSingle()), 20); + + AddUntilStep("wait for load ready", () => + { + moveMouse(); + return player.LoadState == LoadState.Ready; + }); + 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() + { + OsuFocusedOverlayContainer overlay = null; + + AddStep("load dummy beatmap", () => ResetPlayer(false)); + AddUntilStep("wait for current", () => loader.IsCurrentScreen()); + + AddStep("show focused overlay", () => { container.Add(overlay = new ChangelogOverlay { State = { Value = Visibility.Visible } }); }); + AddUntilStep("overlay visible", () => overlay.IsPresent); + + AddUntilStep("wait for load ready", () => player.LoadState == LoadState.Ready); + AddRepeatStep("twiddle thumbs", () => { }, 20); + + AddAssert("loader still active", () => loader.IsCurrentScreen()); + + AddStep("hide overlay", () => overlay.Hide()); + AddUntilStep("loads after idle", () => !loader.IsCurrentScreen()); } [Test] From 4d4ec3515d50bb184d33ab053d06b5d0ff17ca36 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Fri, 14 Feb 2020 19:02:37 +0900 Subject: [PATCH 5/9] Fix player loading sequence continuing even when a priority overlay is visible --- osu.Game/Screens/Play/PlayerLoader.cs | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) diff --git a/osu.Game/Screens/Play/PlayerLoader.cs b/osu.Game/Screens/Play/PlayerLoader.cs index 01873f7114..c0d88feda2 100644 --- a/osu.Game/Screens/Play/PlayerLoader.cs +++ b/osu.Game/Screens/Play/PlayerLoader.cs @@ -67,7 +67,14 @@ namespace osu.Game.Screens.Play } private bool readyForPush => - player.LoadState == LoadState.Ready && (IsHovered || idleTracker.IsIdle.Value) && inputManager?.DraggedDrawable == null; + // don't push unless the player is completely loaded + player.LoadState == LoadState.Ready + // don't push if the user is hovering one of the panes, unless they are idle. + && (IsHovered || idleTracker.IsIdle.Value) + // don't push if the user is dragging a slider or otherwise. + && inputManager?.DraggedDrawable == null + // don't push if a focused overlay is visible, like settings. + && inputManager?.FocusedDrawable == null; private readonly Func createPlayer; From 05c48cd92950b604cff21490f2ead15a91b15c78 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Fri, 14 Feb 2020 19:27:32 +0900 Subject: [PATCH 6/9] Fix volume mute tests regressing --- .../Visual/Gameplay/TestScenePlayerLoader.cs | 19 +++++++++++++++---- 1 file changed, 15 insertions(+), 4 deletions(-) diff --git a/osu.Game.Tests/Visual/Gameplay/TestScenePlayerLoader.cs b/osu.Game.Tests/Visual/Gameplay/TestScenePlayerLoader.cs index 4f19067126..100f99d130 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestScenePlayerLoader.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestScenePlayerLoader.cs @@ -194,13 +194,22 @@ namespace osu.Game.Tests.Visual.Gameplay } [Test] - public void TestMutedNotificationMasterVolume() => addVolumeSteps("master volume", () => audioManager.Volume.Value = 0, null, () => audioManager.Volume.IsDefault); + public void TestMutedNotificationMasterVolume() + { + addVolumeSteps("master volume", () => audioManager.Volume.Value = 0, null, () => audioManager.Volume.IsDefault); + } [Test] - public void TestMutedNotificationTrackVolume() => addVolumeSteps("music volume", () => audioManager.VolumeTrack.Value = 0, null, () => audioManager.VolumeTrack.IsDefault); + public void TestMutedNotificationTrackVolume() + { + addVolumeSteps("music volume", () => audioManager.VolumeTrack.Value = 0, null, () => audioManager.VolumeTrack.IsDefault); + } [Test] - public void TestMutedNotificationMuteButton() => addVolumeSteps("mute button", null, () => container.VolumeOverlay.IsMuted.Value = true, () => !container.VolumeOverlay.IsMuted.Value); + public void TestMutedNotificationMuteButton() + { + addVolumeSteps("mute button", null, () => container.VolumeOverlay.IsMuted.Value = true, () => !container.VolumeOverlay.IsMuted.Value); + } /// /// Created for avoiding copy pasting code for the same steps. @@ -214,7 +223,7 @@ namespace osu.Game.Tests.Visual.Gameplay AddStep("reset notification lock", () => sessionStatics.GetBindable(Static.MutedAudioNotificationShownOnce).Value = false); AddStep("load player", () => ResetPlayer(false, beforeLoad, afterLoad)); - AddUntilStep("wait for player", () => player.IsLoaded); + AddUntilStep("wait for player", () => player.LoadState == LoadState.Ready); AddAssert("check for notification", () => container.NotificationOverlay.UnreadCount.Value == 1); AddStep("click notification", () => @@ -228,6 +237,8 @@ namespace osu.Game.Tests.Visual.Gameplay }); AddAssert("check " + volumeName, assert); + + AddUntilStep("wait for player load", () => player.IsLoaded); } private class TestPlayerLoaderContainer : Container From 73621e41fd7b4f4164d5a316ca0d13b5cf267229 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Fri, 14 Feb 2020 20:12:23 +0900 Subject: [PATCH 7/9] Forcefully hide mute notification for navigation tests --- osu.Game.Tests/Visual/Navigation/OsuGameTestScene.cs | 2 ++ 1 file changed, 2 insertions(+) diff --git a/osu.Game.Tests/Visual/Navigation/OsuGameTestScene.cs b/osu.Game.Tests/Visual/Navigation/OsuGameTestScene.cs index 8d2e4a614d..70d71d0952 100644 --- a/osu.Game.Tests/Visual/Navigation/OsuGameTestScene.cs +++ b/osu.Game.Tests/Visual/Navigation/OsuGameTestScene.cs @@ -117,6 +117,8 @@ namespace osu.Game.Tests.Visual.Navigation { base.LoadComplete(); API.Login("Rhythm Champion", "osu!"); + + Dependencies.Get().Set(Static.MutedAudioNotificationShownOnce, true); } } From 637c1dc8407d31c72023758b794ee9577ca01336 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Sat, 15 Feb 2020 14:41:16 +0900 Subject: [PATCH 8/9] In the case of only one playlist item, update with current selection on select --- osu.Game/Screens/Select/MatchSongSelect.cs | 25 +++++++++++++++++----- 1 file changed, 20 insertions(+), 5 deletions(-) diff --git a/osu.Game/Screens/Select/MatchSongSelect.cs b/osu.Game/Screens/Select/MatchSongSelect.cs index cb0d09b6bb..a115ab9841 100644 --- a/osu.Game/Screens/Select/MatchSongSelect.cs +++ b/osu.Game/Screens/Select/MatchSongSelect.cs @@ -42,8 +42,16 @@ namespace osu.Game.Screens.Select protected override bool OnStart() { - if (Playlist.Count == 0) - createNewItem(); + switch (Playlist.Count) + { + case 0: + createNewItem(); + break; + + case 1: + populateItemFromCurrent(Playlist.Single()); + break; + } this.Exit(); @@ -55,13 +63,20 @@ namespace osu.Game.Screens.Select PlaylistItem item = new PlaylistItem { ID = (Playlist.LastOrDefault()?.ID + 1) ?? 0, - Beatmap = { Value = Beatmap.Value.BeatmapInfo }, - Ruleset = { Value = Ruleset.Value } }; - item.RequiredMods.AddRange(Mods.Value); + populateItemFromCurrent(item); Playlist.Add(item); } + + private void populateItemFromCurrent(PlaylistItem item) + { + item.Beatmap.Value = Beatmap.Value.BeatmapInfo; + item.Ruleset.Value = Ruleset.Value; + + item.RequiredMods.Clear(); + item.RequiredMods.AddRange(Mods.Value); + } } } From f54844d8a54e520947885fdf45ee4f11f8551328 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Sat, 15 Feb 2020 15:07:10 +0900 Subject: [PATCH 9/9] Schedule selection update handling in MatchSubScreen to avoid firing when not the current screen --- osu.Game/Screens/Multi/Match/MatchSubScreen.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/osu.Game/Screens/Multi/Match/MatchSubScreen.cs b/osu.Game/Screens/Multi/Match/MatchSubScreen.cs index 890664e99b..bd9aceecc3 100644 --- a/osu.Game/Screens/Multi/Match/MatchSubScreen.cs +++ b/osu.Game/Screens/Multi/Match/MatchSubScreen.cs @@ -164,8 +164,8 @@ namespace osu.Game.Screens.Multi.Match { base.LoadComplete(); - Playlist.ItemsAdded += _ => updateSelectedItem(); - Playlist.ItemsRemoved += _ => updateSelectedItem(); + Playlist.ItemsAdded += _ => Scheduler.AddOnce(updateSelectedItem); + Playlist.ItemsRemoved += _ => Scheduler.AddOnce(updateSelectedItem); updateSelectedItem(); }