1
0
mirror of https://github.com/ppy/osu.git synced 2024-09-21 18:47:27 +08:00

Merge pull request #29500 from frenzibyte/fix-pausing-for-the-millionth-time

Fix oversight in osu! pause input handling
This commit is contained in:
Bartłomiej Dach 2024-08-27 10:04:47 +02:00 committed by GitHub
commit 7c0550d251
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
2 changed files with 86 additions and 9 deletions

View File

@ -3,6 +3,7 @@
using System;
using osu.Framework.Allocation;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
@ -35,9 +36,11 @@ namespace osu.Game.Rulesets.Osu.UI
{
OsuResumeOverlayInputBlocker? inputBlocker = null;
if (drawableRuleset != null)
var drawableOsuRuleset = (DrawableOsuRuleset?)drawableRuleset;
if (drawableOsuRuleset != null)
{
var osuPlayfield = (OsuPlayfield)drawableRuleset.Playfield;
var osuPlayfield = drawableOsuRuleset.Playfield;
osuPlayfield.AttachResumeOverlayInputBlocker(inputBlocker = new OsuResumeOverlayInputBlocker());
}
@ -45,13 +48,14 @@ namespace osu.Game.Rulesets.Osu.UI
{
Child = clickToResumeCursor = new OsuClickToResumeCursor
{
ResumeRequested = () =>
ResumeRequested = action =>
{
// since the user had to press a button to tap the resume cursor,
// block that press event from potentially reaching a hit circle that's behind the cursor.
// we cannot do this from OsuClickToResumeCursor directly since we're in a different input manager tree than the gameplay one,
// so we rely on a dedicated input blocking component that's implanted in there to do that for us.
if (inputBlocker != null)
// note this only matters when the user didn't pause while they were holding the same key that they are resuming with.
if (inputBlocker != null && !drawableOsuRuleset.AsNonNull().KeyBindingInputManager.PressedActions.Contains(action))
inputBlocker.BlockNextPress = true;
Resume();
@ -94,7 +98,7 @@ namespace osu.Game.Rulesets.Osu.UI
{
public override bool HandlePositionalInput => true;
public Action? ResumeRequested;
public Action<OsuAction>? ResumeRequested;
private Container scaleTransitionContainer = null!;
public OsuClickToResumeCursor()
@ -136,7 +140,7 @@ namespace osu.Game.Rulesets.Osu.UI
return false;
scaleTransitionContainer.ScaleTo(2, TRANSITION_TIME, Easing.OutQuint);
ResumeRequested?.Invoke();
ResumeRequested?.Invoke(e.Action);
return true;
}

View File

@ -47,6 +47,16 @@ namespace osu.Game.Tests.Visual.Gameplay
{
Position = OsuPlayfield.BASE_SIZE / 2,
StartTime = 5000,
},
new HitCircle
{
Position = OsuPlayfield.BASE_SIZE / 2,
StartTime = 10000,
},
new HitCircle
{
Position = OsuPlayfield.BASE_SIZE / 2,
StartTime = 15000,
}
}
};
@ -256,7 +266,7 @@ namespace osu.Game.Tests.Visual.Gameplay
}
[Test]
public void TestOsuRegisterInputFromPressingOrangeCursorButPressIsBlocked()
public void TestOsuHitCircleNotReceivingInputOnResume()
{
KeyCounter counter = null!;
@ -281,6 +291,64 @@ namespace osu.Game.Tests.Visual.Gameplay
AddAssert("button is released in kbc", () => !Player.DrawableRuleset.Playfield.FindClosestParent<OsuInputManager>()!.PressedActions.Any());
}
[Test]
public void TestOsuHitCircleNotReceivingInputOnResume_PauseWhileHoldingSameKey()
{
KeyCounter counter = null!;
loadPlayer(() => new OsuRuleset());
AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<OsuAction> actionTrigger && actionTrigger.Action == OsuAction.LeftButton));
AddStep("press Z", () => InputManager.PressKey(Key.Z));
AddAssert("circle hit", () => Player.ScoreProcessor.HighestCombo.Value, () => Is.EqualTo(1));
AddStep("pause", () => Player.Pause());
AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
AddStep("resume", () => Player.Resume());
AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
AddStep("press Z to resume", () => InputManager.PressKey(Key.Z));
AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
checkKey(() => counter, 1, false);
seekTo(5000);
AddStep("press Z", () => InputManager.PressKey(Key.Z));
checkKey(() => counter, 2, true);
AddAssert("circle hit", () => Player.ScoreProcessor.HighestCombo.Value, () => Is.EqualTo(2));
AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
checkKey(() => counter, 2, false);
}
[Test]
public void TestOsuHitCircleNotReceivingInputOnResume_PauseWhileHoldingOtherKey()
{
loadPlayer(() => new OsuRuleset());
AddStep("press X", () => InputManager.PressKey(Key.X));
AddAssert("circle hit", () => Player.ScoreProcessor.HighestCombo.Value, () => Is.EqualTo(1));
seekTo(5000);
AddStep("pause", () => Player.Pause());
AddStep("release X", () => InputManager.ReleaseKey(Key.X));
AddStep("resume", () => Player.Resume());
AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
AddStep("press Z to resume", () => InputManager.PressKey(Key.Z));
AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
AddAssert("circle not hit", () => Player.ScoreProcessor.HighestCombo.Value, () => Is.EqualTo(1));
AddStep("press X", () => InputManager.PressKey(Key.X));
AddStep("release X", () => InputManager.ReleaseKey(Key.X));
AddAssert("circle hit", () => Player.ScoreProcessor.HighestCombo.Value, () => Is.EqualTo(2));
}
private void loadPlayer(Func<Ruleset> createRuleset)
{
AddStep("set ruleset", () => currentRuleset = createRuleset());
@ -288,12 +356,17 @@ namespace osu.Game.Tests.Visual.Gameplay
AddUntilStep("player loaded", () => Player.IsLoaded && Player.Alpha == 1);
AddUntilStep("wait for hud", () => Player.HUDOverlay.ChildrenOfType<SkinnableContainer>().All(s => s.ComponentsLoaded));
AddStep("seek to gameplay", () => Player.GameplayClockContainer.Seek(0));
AddUntilStep("wait for seek to finish", () => Player.DrawableRuleset.FrameStableClock.CurrentTime, () => Is.EqualTo(0).Within(500));
seekTo(0);
AddAssert("not in break", () => !Player.IsBreakTime.Value);
AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.DrawableRuleset.Playfield));
}
private void seekTo(double time)
{
AddStep($"seek to {time}ms", () => Player.GameplayClockContainer.Seek(time));
AddUntilStep("wait for seek to finish", () => Player.DrawableRuleset.FrameStableClock.CurrentTime, () => Is.EqualTo(time).Within(500));
}
private void checkKey(Func<KeyCounter> counter, int count, bool active)
{
AddAssert($"key count = {count}", () => counter().CountPresses.Value, () => Is.EqualTo(count));