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Merge pull request #19796 from peppy/fix-player-loader-tests-volume-adjustment

Fix running `TestScenePlayerLoader` interactively leaving volume in a bad state
This commit is contained in:
Dan Balasescu 2022-08-16 14:52:15 +09:00 committed by GitHub
commit 26568f7ac9
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@ -56,6 +56,10 @@ namespace osu.Game.Tests.Visual.Gameplay
private readonly ChangelogOverlay changelogOverlay;
private double savedTrackVolume;
private double savedMasterVolume;
private bool savedMutedState;
public TestScenePlayerLoader()
{
AddRange(new Drawable[]
@ -75,11 +79,7 @@ namespace osu.Game.Tests.Visual.Gameplay
}
[SetUp]
public void Setup() => Schedule(() =>
{
player = null;
audioManager.Volume.SetDefault();
});
public void Setup() => Schedule(() => player = null);
/// <summary>
/// Sets the input manager child to a new test player loader container instance.
@ -147,6 +147,7 @@ namespace osu.Game.Tests.Visual.Gameplay
moveMouse();
return player?.LoadState == LoadState.Ready;
});
AddRepeatStep("move mouse", moveMouse, 20);
AddAssert("loader still active", () => loader.IsCurrentScreen());
@ -154,6 +155,8 @@ namespace osu.Game.Tests.Visual.Gameplay
void moveMouse()
{
notificationOverlay.State.Value = Visibility.Hidden;
InputManager.MoveMouseTo(
loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft
+ (loader.VisualSettings.ScreenSpaceDrawQuad.BottomRight - loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft)
@ -274,6 +277,8 @@ namespace osu.Game.Tests.Visual.Gameplay
AddStep("load player", () => resetPlayer(false, beforeLoad));
AddUntilStep("wait for player", () => player?.LoadState == LoadState.Ready);
saveVolumes();
AddAssert("check for notification", () => notificationOverlay.UnreadCount.Value == 1);
AddStep("click notification", () =>
{
@ -287,6 +292,8 @@ namespace osu.Game.Tests.Visual.Gameplay
AddAssert("check " + volumeName, assert);
restoreVolumes();
AddUntilStep("wait for player load", () => player.IsLoaded);
}
@ -294,6 +301,9 @@ namespace osu.Game.Tests.Visual.Gameplay
[TestCase(false)]
public void TestEpilepsyWarning(bool warning)
{
saveVolumes();
setFullVolume();
AddStep("change epilepsy warning", () => epilepsyWarning = warning);
AddStep("load dummy beatmap", () => resetPlayer(false));
@ -306,6 +316,30 @@ namespace osu.Game.Tests.Visual.Gameplay
AddUntilStep("sound volume decreased", () => Beatmap.Value.Track.AggregateVolume.Value == 0.25);
AddUntilStep("sound volume restored", () => Beatmap.Value.Track.AggregateVolume.Value == 1);
}
restoreVolumes();
}
[Test]
public void TestEpilepsyWarningEarlyExit()
{
saveVolumes();
setFullVolume();
AddStep("set epilepsy warning", () => epilepsyWarning = true);
AddStep("load dummy beatmap", () => resetPlayer(false));
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
AddUntilStep("wait for epilepsy warning", () => getWarning().Alpha > 0);
AddUntilStep("warning is shown", () => getWarning().State.Value == Visibility.Visible);
AddStep("exit early", () => loader.Exit());
AddUntilStep("warning is hidden", () => getWarning().State.Value == Visibility.Hidden);
AddUntilStep("sound volume restored", () => Beatmap.Value.Track.AggregateVolume.Value == 1);
restoreVolumes();
}
[TestCase(true, 1.0, false)] // on battery, above cutoff --> no warning
@ -336,21 +370,34 @@ namespace osu.Game.Tests.Visual.Gameplay
AddUntilStep("wait for player load", () => player.IsLoaded);
}
[Test]
public void TestEpilepsyWarningEarlyExit()
private void restoreVolumes()
{
AddStep("set epilepsy warning", () => epilepsyWarning = true);
AddStep("load dummy beatmap", () => resetPlayer(false));
AddStep("restore previous volumes", () =>
{
audioManager.VolumeTrack.Value = savedTrackVolume;
audioManager.Volume.Value = savedMasterVolume;
volumeOverlay.IsMuted.Value = savedMutedState;
});
}
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
private void setFullVolume()
{
AddStep("set volumes to 100%", () =>
{
audioManager.VolumeTrack.Value = 1;
audioManager.Volume.Value = 1;
volumeOverlay.IsMuted.Value = false;
});
}
AddUntilStep("wait for epilepsy warning", () => getWarning().Alpha > 0);
AddUntilStep("warning is shown", () => getWarning().State.Value == Visibility.Visible);
AddStep("exit early", () => loader.Exit());
AddUntilStep("warning is hidden", () => getWarning().State.Value == Visibility.Hidden);
AddUntilStep("sound volume restored", () => Beatmap.Value.Track.AggregateVolume.Value == 1);
private void saveVolumes()
{
AddStep("save previous volumes", () =>
{
savedTrackVolume = audioManager.VolumeTrack.Value;
savedMasterVolume = audioManager.Volume.Value;
savedMutedState = volumeOverlay.IsMuted.Value;
});
}
private EpilepsyWarning getWarning() => loader.ChildrenOfType<EpilepsyWarning>().SingleOrDefault();