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Add failing test coverage of fast streams not working in editor
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Tests.Beatmaps;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Osu.Tests.Editor
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{
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/// <summary>
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/// This test covers autoplay working correctly in the editor on fast streams.
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/// Might seem like a weird test, but frame stability being toggled can cause autoplay to operation incorrectly.
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/// This is clearly a bug with the autoplay algorithm, but is worked around at an editor level for now.
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/// </summary>
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public partial class TestSceneEditorAutoplayFastStreams : EditorTestScene
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{
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
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{
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var testBeatmap = new TestBeatmap(ruleset, false);
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testBeatmap.HitObjects.AddRange(new[]
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{
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new HitCircle { StartTime = 500 },
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new HitCircle { StartTime = 530 },
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new HitCircle { StartTime = 560 },
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new HitCircle { StartTime = 590 },
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new HitCircle { StartTime = 620 },
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});
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return testBeatmap;
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}
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protected override Ruleset CreateEditorRuleset() => new OsuRuleset();
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[Test]
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public void TestAllHit()
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{
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AddStep("start playback", () => EditorClock.Start());
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AddUntilStep("wait for all hit", () =>
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{
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DrawableHitCircle[] hitCircles = Editor.ChildrenOfType<DrawableHitCircle>().OrderBy(s => s.HitObject.StartTime).ToArray();
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return hitCircles.Length == 5 && hitCircles.All(h => h.IsHit);
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});
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}
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}
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}
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