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Add test coverage of gameplay only running forwards
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@ -16,6 +16,7 @@ using osu.Game.Configuration;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using osuTK;
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@ -31,6 +32,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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protected override Container<Drawable> Content => content;
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private bool gameplayClockAlwaysGoingForward = true;
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private double lastForwardCheckTime;
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public TestScenePause()
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{
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base.Content.Add(content = new GlobalCursorDisplay { RelativeSizeAxes = Axes.Both });
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@ -67,12 +71,20 @@ namespace osu.Game.Tests.Visual.Gameplay
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confirmPausedWithNoOverlay();
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}
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[Test]
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public void TestForwardPlaybackGuarantee()
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{
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hookForwardPlaybackCheck();
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AddUntilStep("wait for forward playback", () => Player.GameplayClockContainer.CurrentTime > 1000);
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AddStep("seek before gameplay", () => Player.GameplayClockContainer.Seek(-5000));
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checkForwardPlayback();
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}
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[Test]
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public void TestPauseWithLargeOffset()
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{
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double lastStopTime;
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bool alwaysGoingForward = true;
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AddStep("force large offset", () =>
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{
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var offset = (BindableDouble)LocalConfig.GetBindable<double>(OsuSetting.AudioOffset);
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@ -82,25 +94,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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offset.Value = -5000;
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});
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AddStep("add time forward check hook", () =>
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{
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lastStopTime = double.MinValue;
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alwaysGoingForward = true;
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Player.OnUpdate += _ =>
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{
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var masterClock = (MasterGameplayClockContainer)Player.GameplayClockContainer;
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double currentTime = masterClock.CurrentTime;
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bool goingForward = currentTime >= lastStopTime;
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alwaysGoingForward &= goingForward;
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if (!goingForward)
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Logger.Log($"Went too far backwards (last stop: {lastStopTime:N1} current: {currentTime:N1})");
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};
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});
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hookForwardPlaybackCheck();
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AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10)));
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@ -108,11 +102,37 @@ namespace osu.Game.Tests.Visual.Gameplay
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resumeAndConfirm();
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AddAssert("time didn't go too far backwards", () => alwaysGoingForward);
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checkForwardPlayback();
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AddStep("reset offset", () => LocalConfig.SetValue(OsuSetting.AudioOffset, 0.0));
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}
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private void checkForwardPlayback() => AddAssert("time didn't go too far backwards", () => gameplayClockAlwaysGoingForward);
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private void hookForwardPlaybackCheck()
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{
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AddStep("add time forward check hook", () =>
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{
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lastForwardCheckTime = double.MinValue;
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gameplayClockAlwaysGoingForward = true;
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Player.OnUpdate += _ =>
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{
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var frameStableClock = Player.ChildrenOfType<FrameStabilityContainer>().Single().Clock;
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double currentTime = frameStableClock.CurrentTime;
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bool goingForward = currentTime >= lastForwardCheckTime;
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lastForwardCheckTime = currentTime;
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gameplayClockAlwaysGoingForward &= goingForward;
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if (!goingForward)
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Logger.Log($"Went too far backwards (last stop: {lastForwardCheckTime:N1} current: {currentTime:N1})");
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};
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});
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}
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[Test]
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public void TestPauseResume()
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{
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