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Merge pull request #22598 from peppy/fix-skip-intro-replay
Fix "skip" key binding no longer working in replay playback
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commit
8292052dc2
@ -1,32 +1,64 @@
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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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#nullable disable
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public partial class TestSceneReplayPlayer : RateAdjustedBeatmapTestScene
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{
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protected TestReplayPlayer Player;
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddStep("Initialise player", () => Player = CreatePlayer(new OsuRuleset()));
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AddStep("Load player", () => LoadScreen(Player));
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AddUntilStep("player loaded", () => Player.IsLoaded);
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}
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protected TestReplayPlayer Player = null!;
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[Test]
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public void TestPauseViaSpace()
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{
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loadPlayerWithBeatmap();
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double? lastTime = null;
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AddUntilStep("wait for first hit", () => Player.ScoreProcessor.TotalScore.Value > 0);
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AddStep("Pause playback with space", () => InputManager.Key(Key.Space));
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AddAssert("player not exited", () => Player.IsCurrentScreen());
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AddUntilStep("Time stopped progressing", () =>
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{
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double current = Player.GameplayClockContainer.CurrentTime;
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bool changed = lastTime != current;
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lastTime = current;
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return !changed;
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});
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AddWaitStep("wait some", 10);
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AddAssert("Time still stopped", () => lastTime == Player.GameplayClockContainer.CurrentTime);
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}
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[Test]
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public void TestPauseViaSpaceWithSkip()
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{
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loadPlayerWithBeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo)
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{
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BeatmapInfo = { AudioLeadIn = 60000 }
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});
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AddUntilStep("wait for skip overlay", () => Player.ChildrenOfType<SkipOverlay>().First().IsButtonVisible);
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AddStep("Skip with space", () => InputManager.Key(Key.Space));
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AddAssert("Player not paused", () => !Player.DrawableRuleset.IsPaused.Value);
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double? lastTime = null;
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AddUntilStep("wait for first hit", () => Player.ScoreProcessor.TotalScore.Value > 0);
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@ -52,6 +84,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestPauseViaMiddleMouse()
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{
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loadPlayerWithBeatmap();
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double? lastTime = null;
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AddUntilStep("wait for first hit", () => Player.ScoreProcessor.TotalScore.Value > 0);
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@ -77,6 +111,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestSeekBackwards()
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{
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loadPlayerWithBeatmap();
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double? lastTime = null;
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AddUntilStep("wait for first hit", () => Player.ScoreProcessor.TotalScore.Value > 0);
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@ -93,6 +129,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestSeekForwards()
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{
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loadPlayerWithBeatmap();
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double? lastTime = null;
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AddUntilStep("wait for first hit", () => Player.ScoreProcessor.TotalScore.Value > 0);
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@ -106,12 +144,26 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddAssert("Jumped forwards", () => Player.GameplayClockContainer.CurrentTime - lastTime > 500);
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}
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protected TestReplayPlayer CreatePlayer(Ruleset ruleset)
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private void loadPlayerWithBeatmap(IBeatmap? beatmap = null)
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{
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Beatmap.Value = CreateWorkingBeatmap(ruleset.RulesetInfo);
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AddStep("create player", () =>
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{
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CreatePlayer(new OsuRuleset(), beatmap);
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});
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AddStep("Load player", () => LoadScreen(Player));
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AddUntilStep("player loaded", () => Player.IsLoaded);
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}
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protected void CreatePlayer(Ruleset ruleset, IBeatmap? beatmap = null)
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{
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Beatmap.Value = beatmap != null
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? CreateWorkingBeatmap(beatmap)
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: CreateWorkingBeatmap(ruleset.RulesetInfo);
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SelectedMods.Value = new[] { ruleset.GetAutoplayMod() };
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return new TestReplayPlayer(false);
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Player = new TestReplayPlayer(false);
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}
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}
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}
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@ -35,8 +35,8 @@ namespace osu.Game.Input.Bindings
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// It is used to decide the order of precedence, with the earlier items having higher precedence.
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public override IEnumerable<IKeyBinding> DefaultKeyBindings => GlobalKeyBindings
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.Concat(EditorKeyBindings)
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.Concat(ReplayKeyBindings)
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.Concat(InGameKeyBindings)
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.Concat(ReplayKeyBindings)
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.Concat(SongSelectKeyBindings)
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.Concat(AudioControlKeyBindings)
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// Overlay bindings may conflict with more local cases like the editor so they are checked last.
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@ -1,8 +1,6 @@
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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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#nullable disable
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namespace osu.Game.Tests.Visual
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{
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/// <summary>
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