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Add test coverage of seeking and pausing
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osu.Game.Tests/Visual/Gameplay/TestSceneReplayPlayer.cs
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87
osu.Game.Tests/Visual/Gameplay/TestSceneReplayPlayer.cs
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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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using NUnit.Framework;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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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 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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[Test]
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public void TestPause()
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{
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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", () => InputManager.Key(Key.Space));
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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 TestSeekBackwards()
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{
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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("Seek backwards", () =>
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{
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lastTime = Player.GameplayClockContainer.CurrentTime;
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InputManager.Key(Key.Left);
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});
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AddAssert("Jumped backwards", () => Player.GameplayClockContainer.CurrentTime - lastTime < 0);
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}
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[Test]
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public void TestSeekForwards()
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{
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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("Seek forwards", () =>
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{
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lastTime = Player.GameplayClockContainer.CurrentTime;
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InputManager.Key(Key.Right);
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});
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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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{
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Beatmap.Value = CreateWorkingBeatmap(ruleset.RulesetInfo);
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SelectedMods.Value = new[] { ruleset.GetAutoplayMod() };
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return new TestReplayPlayer(false);
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}
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}
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}
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