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Merge pull request #13710 from smoogipoo/fix-slider-test-failures
Fix slider snaking testscene failures
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commit
7a6e67e694
@ -37,11 +37,13 @@ namespace osu.Game.Rulesets.Osu.Tests
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private readonly BindableBool snakingIn = new BindableBool();
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private readonly BindableBool snakingOut = new BindableBool();
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private IBeatmap beatmap;
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private const double duration_of_span = 3605;
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private const double fade_in_modifier = -1200;
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
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=> new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
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=> new ClockBackedTestWorkingBeatmap(this.beatmap = beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
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[BackgroundDependencyLoader]
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private void load(RulesetConfigCache configCache)
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@ -51,8 +53,16 @@ namespace osu.Game.Rulesets.Osu.Tests
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config.BindWith(OsuRulesetSetting.SnakingOutSliders, snakingOut);
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}
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private Slider slider;
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private DrawableSlider drawableSlider;
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[SetUp]
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public void Setup() => Schedule(() =>
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{
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slider = null;
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drawableSlider = null;
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});
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[SetUpSteps]
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public override void SetUpSteps()
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{
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@ -67,21 +77,19 @@ namespace osu.Game.Rulesets.Osu.Tests
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base.SetUpSteps();
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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double startTime = hitObjects[sliderIndex].StartTime;
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addSeekStep(startTime);
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retrieveDrawableSlider((Slider)hitObjects[sliderIndex]);
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retrieveSlider(sliderIndex);
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setSnaking(true);
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ensureSnakingIn(startTime + fade_in_modifier);
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addEnsureSnakingInSteps(() => slider.StartTime + fade_in_modifier);
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for (int i = 0; i < sliderIndex; i++)
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{
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// non-final repeats should not snake out
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ensureNoSnakingOut(startTime, i);
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addEnsureNoSnakingOutStep(() => slider.StartTime, i);
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}
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// final repeat should snake out
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ensureSnakingOut(startTime, sliderIndex);
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addEnsureSnakingOutSteps(() => slider.StartTime, sliderIndex);
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}
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[TestCase(0)]
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@ -93,17 +101,15 @@ namespace osu.Game.Rulesets.Osu.Tests
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base.SetUpSteps();
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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double startTime = hitObjects[sliderIndex].StartTime;
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addSeekStep(startTime);
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retrieveDrawableSlider((Slider)hitObjects[sliderIndex]);
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retrieveSlider(sliderIndex);
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setSnaking(false);
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ensureNoSnakingIn(startTime + fade_in_modifier);
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addEnsureNoSnakingInSteps(() => slider.StartTime + fade_in_modifier);
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for (int i = 0; i <= sliderIndex; i++)
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{
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// no snaking out ever, including final repeat
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ensureNoSnakingOut(startTime, i);
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addEnsureNoSnakingOutStep(() => slider.StartTime, i);
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}
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}
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@ -116,7 +122,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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// repeat might have a chance to update its position depending on where in the frame its hit,
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// so some leniency is allowed here instead of checking strict equality
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checkPositionChange(16600, sliderRepeat, positionAlmostSame);
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addCheckPositionChangeSteps(() => 16600, getSliderRepeat, positionAlmostSame);
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}
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[Test]
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@ -126,38 +132,41 @@ namespace osu.Game.Rulesets.Osu.Tests
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setSnaking(true);
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base.SetUpSteps();
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checkPositionChange(16600, sliderRepeat, positionDecreased);
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addCheckPositionChangeSteps(() => 16600, getSliderRepeat, positionDecreased);
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}
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private void retrieveDrawableSlider(Slider slider) => AddUntilStep($"retrieve slider @ {slider.StartTime}", () =>
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(drawableSlider = (DrawableSlider)Player.DrawableRuleset.Playfield.AllHitObjects.SingleOrDefault(d => d.HitObject == slider)) != null);
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private void ensureSnakingIn(double startTime) => checkPositionChange(startTime, sliderEnd, positionIncreased);
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private void ensureNoSnakingIn(double startTime) => checkPositionChange(startTime, sliderEnd, positionRemainsSame);
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private void ensureSnakingOut(double startTime, int repeatIndex)
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private void retrieveSlider(int index)
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{
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var repeatTime = timeAtRepeat(startTime, repeatIndex);
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AddStep("retrieve slider at index", () => slider = (Slider)beatmap.HitObjects[index]);
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addSeekStep(() => slider);
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AddUntilStep("retrieve drawable slider", () =>
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(drawableSlider = (DrawableSlider)Player.DrawableRuleset.Playfield.AllHitObjects.SingleOrDefault(d => d.HitObject == slider)) != null);
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}
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private void addEnsureSnakingInSteps(Func<double> startTime) => addCheckPositionChangeSteps(startTime, getSliderEnd, positionIncreased);
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private void addEnsureNoSnakingInSteps(Func<double> startTime) => addCheckPositionChangeSteps(startTime, getSliderEnd, positionRemainsSame);
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private void addEnsureSnakingOutSteps(Func<double> startTime, int repeatIndex)
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{
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if (repeatIndex % 2 == 0)
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checkPositionChange(repeatTime, sliderStart, positionIncreased);
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addCheckPositionChangeSteps(timeAtRepeat(startTime, repeatIndex), getSliderStart, positionIncreased);
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else
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checkPositionChange(repeatTime, sliderEnd, positionDecreased);
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addCheckPositionChangeSteps(timeAtRepeat(startTime, repeatIndex), getSliderEnd, positionDecreased);
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}
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private void ensureNoSnakingOut(double startTime, int repeatIndex) =>
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checkPositionChange(timeAtRepeat(startTime, repeatIndex), positionAtRepeat(repeatIndex), positionRemainsSame);
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private void addEnsureNoSnakingOutStep(Func<double> startTime, int repeatIndex)
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=> addCheckPositionChangeSteps(timeAtRepeat(startTime, repeatIndex), positionAtRepeat(repeatIndex), positionRemainsSame);
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private double timeAtRepeat(double startTime, int repeatIndex) => startTime + 100 + duration_of_span * repeatIndex;
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private Func<Vector2> positionAtRepeat(int repeatIndex) => repeatIndex % 2 == 0 ? (Func<Vector2>)sliderStart : sliderEnd;
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private Func<double> timeAtRepeat(Func<double> startTime, int repeatIndex) => () => startTime() + 100 + duration_of_span * repeatIndex;
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private Func<Vector2> positionAtRepeat(int repeatIndex) => repeatIndex % 2 == 0 ? (Func<Vector2>)getSliderStart : getSliderEnd;
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private List<Vector2> sliderCurve => ((PlaySliderBody)drawableSlider.Body.Drawable).CurrentCurve;
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private Vector2 sliderStart() => sliderCurve.First();
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private Vector2 sliderEnd() => sliderCurve.Last();
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private List<Vector2> getSliderCurve() => ((PlaySliderBody)drawableSlider.Body.Drawable).CurrentCurve;
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private Vector2 getSliderStart() => getSliderCurve().First();
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private Vector2 getSliderEnd() => getSliderCurve().Last();
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private Vector2 sliderRepeat()
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private Vector2 getSliderRepeat()
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{
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var drawable = Player.DrawableRuleset.Playfield.AllHitObjects.SingleOrDefault(d => d.HitObject == hitObjects[1]);
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var drawable = Player.DrawableRuleset.Playfield.AllHitObjects.SingleOrDefault(d => d.HitObject == beatmap.HitObjects[1]);
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var repeat = drawable.ChildrenOfType<Container<DrawableSliderRepeat>>().First().Children.First();
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return repeat.Position;
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}
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@ -167,7 +176,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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private bool positionDecreased(Vector2 previous, Vector2 current) => current.X < previous.X && current.Y < previous.Y;
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private bool positionAlmostSame(Vector2 previous, Vector2 current) => Precision.AlmostEquals(previous, current, 1);
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private void checkPositionChange(double startTime, Func<Vector2> positionToCheck, Func<Vector2, Vector2, bool> positionAssertion)
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private void addCheckPositionChangeSteps(Func<double> startTime, Func<Vector2> positionToCheck, Func<Vector2, Vector2, bool> positionAssertion)
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{
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Vector2 previousPosition = Vector2.Zero;
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@ -176,7 +185,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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addSeekStep(startTime);
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AddStep($"save {positionDescription} position", () => previousPosition = positionToCheck.Invoke());
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addSeekStep(startTime + 100);
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addSeekStep(() => startTime() + 100);
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AddAssert($"{positionDescription} {assertionDescription}", () =>
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{
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var currentPosition = positionToCheck.Invoke();
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@ -193,19 +202,21 @@ namespace osu.Game.Rulesets.Osu.Tests
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});
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}
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private void addSeekStep(double time)
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private void addSeekStep(Func<Slider> slider)
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{
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AddStep($"seek to {time}", () => Player.GameplayClockContainer.Seek(time));
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AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(time, Player.DrawableRuleset.FrameStableClock.CurrentTime, 100));
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AddStep("seek to slider", () => Player.GameplayClockContainer.Seek(slider().StartTime));
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AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(slider().StartTime, Player.DrawableRuleset.FrameStableClock.CurrentTime, 100));
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}
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new Beatmap
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private void addSeekStep(Func<double> time)
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{
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HitObjects = hitObjects
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};
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AddStep("seek to time", () => Player.GameplayClockContainer.Seek(time()));
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AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(time(), Player.DrawableRuleset.FrameStableClock.CurrentTime, 100));
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}
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private readonly List<HitObject> hitObjects = new List<HitObject>
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new Beatmap { HitObjects = createHitObjects() };
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private static List<HitObject> createHitObjects() => new List<HitObject>
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{
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new Slider
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{
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