mirror of
https://github.com/ppy/osu.git
synced 2025-01-15 00:02:54 +08:00
Add tests for slider input behavior
This commit is contained in:
parent
7566fcf536
commit
94d3814ae3
406
osu.Game.Rulesets.Osu.Tests/TestCaseSliderInput.cs
Normal file
406
osu.Game.Rulesets.Osu.Tests/TestCaseSliderInput.cs
Normal file
@ -0,0 +1,406 @@
|
||||
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Replays;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Types;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Osu.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
|
||||
using osu.Game.Rulesets.Osu.Replays;
|
||||
using osu.Game.Rulesets.Replays;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Scoring;
|
||||
using osu.Game.Screens.Play;
|
||||
using osu.Game.Tests.Beatmaps;
|
||||
using osu.Game.Tests.Visual;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Tests
|
||||
{
|
||||
public class TestCaseSliderInput : OsuTestCase
|
||||
{
|
||||
public override IReadOnlyList<Type> RequiredTypes => new[]
|
||||
{
|
||||
typeof(Slider),
|
||||
typeof(SliderBall),
|
||||
typeof(SliderBody),
|
||||
typeof(SliderTick),
|
||||
typeof(DrawableSlider),
|
||||
typeof(DrawableSliderTick),
|
||||
typeof(DrawableRepeatPoint),
|
||||
typeof(DrawableOsuHitObject)
|
||||
};
|
||||
|
||||
[SetUp]
|
||||
public void Setup()
|
||||
{
|
||||
Schedule(() => { allJudgedFired = false; });
|
||||
judgementResults = new List<JudgementResult>();
|
||||
}
|
||||
|
||||
private readonly Container content;
|
||||
protected override Container<Drawable> Content => content;
|
||||
|
||||
private List<JudgementResult> judgementResults;
|
||||
private bool allJudgedFired;
|
||||
|
||||
public TestCaseSliderInput()
|
||||
{
|
||||
base.Content.Add(content = new OsuInputManager(new RulesetInfo { ID = 0 }));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pressing a key before a slider, pressing the other key on the slider head, then releasing the latter pressed key
|
||||
/// should result in tracking to end.
|
||||
/// At 250ms intervals:
|
||||
/// Frame 1 (prior to slider): Left Click
|
||||
/// Frame 2 (within slider hit window): Left & Right Click
|
||||
/// Frame 3 (while tracking): Left Click
|
||||
/// A passing test case will have the cursor lose tracking on frame 3.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestLeftBeforeSliderThenRight()
|
||||
{
|
||||
AddStep("Invalid key transfer test", () =>
|
||||
{
|
||||
var frames = new List<ReplayFrame>
|
||||
{
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 250},
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton, OsuAction.RightButton }, Time = 1500},
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 2500},
|
||||
};
|
||||
|
||||
performStaticInputTest(frames);
|
||||
});
|
||||
|
||||
AddUntilStep(() => allJudgedFired, "Wait for test 1");
|
||||
AddAssert("Tracking lost", assertMehJudge);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hitting a slider head, pressing a new key after the initial hit, then letting go of the original key used to hit
|
||||
/// the slider should reslt in continued tracking.
|
||||
/// At 250ms intervals:
|
||||
/// Frame 1: Left Click
|
||||
/// Frame 2: Left & Right Click
|
||||
/// Frame 3: Right Click
|
||||
/// A passing test case will have the cursor continue to track after frame 3.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestLeftBeforeSliderThenRightThenLettingGoOfLeft()
|
||||
{
|
||||
AddStep("Left to both to right test", () =>
|
||||
{
|
||||
var frames = new List<ReplayFrame>
|
||||
{
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 1500},
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton, OsuAction.RightButton }, Time = 2500},
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.RightButton }, Time = 3500},
|
||||
};
|
||||
|
||||
performStaticInputTest(frames);
|
||||
});
|
||||
|
||||
AddUntilStep(() => allJudgedFired, "Wait for test 2");
|
||||
AddAssert("Tracking retained", assertGreatJudge);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hitting a slider head, pressing a new key after the initial hit, then letting go of the new key should result
|
||||
/// in continue tracking,
|
||||
/// At 250ms intervals:
|
||||
/// Frame 1: Left Click
|
||||
/// Frame 2: Left & Right Click
|
||||
/// Frame 3: Left Click
|
||||
/// A passing test case will have the cursor continue to track after frame 3.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestTrackingRetentionLeftRightLeft()
|
||||
{
|
||||
AddStep("Tracking retention test", () =>
|
||||
{
|
||||
var frames = new List<ReplayFrame>
|
||||
{
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 250},
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton, OsuAction.RightButton }, Time = 1500},
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.RightButton }, Time = 2500},
|
||||
};
|
||||
|
||||
performStaticInputTest(frames);
|
||||
});
|
||||
|
||||
AddUntilStep(() => allJudgedFired, "Wait for test 3");
|
||||
AddAssert("Tracking retained", assertGreatJudge);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pressing a key before a slider, pressing the other key on the slider head, then releasing the former pressed key
|
||||
/// should result in continued tracking.
|
||||
/// At 250ms intervals:
|
||||
/// Frame 1 (prior to slider): Left Click
|
||||
/// Frame 2 (on slider head): Left & Right Click
|
||||
/// Frame 3 (tracking slider body): Right Click
|
||||
/// A passing test case will have the cursor continue to track after frame 3.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestTrackingLeftBeforeSliderToRight()
|
||||
{
|
||||
AddStep("Tracking retention test", () =>
|
||||
{
|
||||
var frames = new List<ReplayFrame>
|
||||
{
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 250},
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton, OsuAction.RightButton }, Time = 1500},
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.RightButton }, Time = 2500},
|
||||
};
|
||||
|
||||
performStaticInputTest(frames);
|
||||
});
|
||||
|
||||
AddUntilStep(() => allJudgedFired, "Wait for test 4");
|
||||
AddAssert("Tracking retained", assertGreatJudge);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pressing a key before a slider and holding the slider throughout the body should result in tracking, but a miss on the slider head.
|
||||
/// Only one frame is required:
|
||||
/// Frame 1: Left Click
|
||||
/// In a successful test case:
|
||||
/// The head of the slider should be judged as a miss.
|
||||
/// The slider end should be judged as a meh.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestTrackingPreclicked()
|
||||
{
|
||||
AddStep("Tracking retention test", () =>
|
||||
{
|
||||
var frames = new List<ReplayFrame>
|
||||
{
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 250},
|
||||
};
|
||||
|
||||
performStaticInputTest(frames);
|
||||
});
|
||||
|
||||
AddUntilStep(() => allJudgedFired, "Wait for test 5");
|
||||
AddAssert("Tracking retained, sliderhead miss", assertHeadMissTailMeh);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hitting a slider head, leaving the slider, then coming back into the slider with the same button to track it should re-start tracking.
|
||||
/// Only one frame is required:
|
||||
/// Frame 1: Left Click
|
||||
/// In a successful test case:
|
||||
/// The last tick of the slider should be judged as a great.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestTrackingReturnMidSlider()
|
||||
{
|
||||
AddStep("Mid-sldier tracking re-acquisition", () =>
|
||||
{
|
||||
var frames = new List<ReplayFrame>
|
||||
{
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 1500},
|
||||
new OsuReplayFrame { Position = new Vector2(150, 150), Actions = { OsuAction.LeftButton }, Time = 2000},
|
||||
new OsuReplayFrame { Position = new Vector2(200, 200), Actions = { OsuAction.LeftButton }, Time = 2500},
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 3000},
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 3500},
|
||||
};
|
||||
|
||||
performStaticInputTest(frames);
|
||||
});
|
||||
|
||||
AddUntilStep(() => allJudgedFired, "Wait for test 6");
|
||||
AddAssert("Tracking re-acquired", assertMidSliderJudgements);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pressing a key before a slider, hitting a slider head, leaving the slider, then coming back into the slider to track it should NOT start retracking
|
||||
/// This is current stable behavior.
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestTrackingReturnMidSliderKeyDownBefore()
|
||||
{
|
||||
AddStep("Key held down before slider, mid-slider tracking re-acquisition", () =>
|
||||
{
|
||||
var frames = new List<ReplayFrame>
|
||||
{
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 250},
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton, OsuAction.RightButton }, Time = 1500},
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 2000},
|
||||
new OsuReplayFrame { Position = new Vector2(200, 200), Actions = { OsuAction.LeftButton }, Time = 2500},
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 3000},
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 3500},
|
||||
};
|
||||
|
||||
performStaticInputTest(frames);
|
||||
});
|
||||
|
||||
AddUntilStep(() => allJudgedFired, "Wait for test 7");
|
||||
AddAssert("Tracking lost", assertMidSliderJudgementFail);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Halfway into a slider outside of the slider, then starting to hover the slider afterwards should result in tracking
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestTrackingMidSlider()
|
||||
{
|
||||
AddStep("Mid-slider new tracking acquisition", () =>
|
||||
{
|
||||
var frames = new List<ReplayFrame>
|
||||
{
|
||||
new OsuReplayFrame { Position = new Vector2(150, 150), Actions = { OsuAction.LeftButton }, Time = 2000},
|
||||
new OsuReplayFrame { Position = new Vector2(200, 200), Actions = { OsuAction.LeftButton }, Time = 2500},
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 3000},
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 3500},
|
||||
};
|
||||
|
||||
performStaticInputTest(frames);
|
||||
});
|
||||
|
||||
AddUntilStep(() => allJudgedFired, "Wait for test 8");
|
||||
AddAssert("Tracking acquired", assertMidSliderJudgements);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pressing a key before a slider, clicking another key after the slider, holding both of them and
|
||||
/// leaving tracking, then releasing both keys, then pressing the originally pressed key should start tracking
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestTrackingPressBeforeSliderClickingOtherKeyLeavingSliderReleaseThenTrackOriginal()
|
||||
{
|
||||
AddStep("Mid-slider new tracking acquisition", () =>
|
||||
{
|
||||
var frames = new List<ReplayFrame>
|
||||
{
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 250},
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton, OsuAction.RightButton }, Time = 1500},
|
||||
new OsuReplayFrame { Position = new Vector2(100, 100), Time = 1750},
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 3500},
|
||||
};
|
||||
|
||||
performStaticInputTest(frames);
|
||||
});
|
||||
|
||||
AddUntilStep(() => allJudgedFired, "Wait for test 9");
|
||||
AddAssert("Tracking acquired", assertMidSliderJudgements);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pressing a key before a slider, clicking another key after the slider, holding both of them and
|
||||
/// leaving tracking, then releasing both keys, then pressing the originally pressed key should start tracking
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestClickingBeforeLeavingSliderReleasingClickingAgainThenTracking()
|
||||
{
|
||||
AddStep("Mid-slider new tracking acquisition", () =>
|
||||
{
|
||||
var frames = new List<ReplayFrame>
|
||||
{
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 1500},
|
||||
new OsuReplayFrame { Position = new Vector2(100, 100), Actions = { OsuAction.LeftButton }, Time = 2500},
|
||||
new OsuReplayFrame { Position = new Vector2(100, 100), Time = 2750},
|
||||
new OsuReplayFrame { Position = new Vector2(100, 100), Actions = { OsuAction.LeftButton }, Time = 3000},
|
||||
new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 3500},
|
||||
};
|
||||
|
||||
performStaticInputTest(frames);
|
||||
});
|
||||
|
||||
AddUntilStep(() => allJudgedFired, "Wait for test 10");
|
||||
AddAssert("Tracking acquired", assertMidSliderJudgements);
|
||||
}
|
||||
|
||||
private bool assertMehJudge()
|
||||
{
|
||||
return judgementResults.Last().Type == HitResult.Meh;
|
||||
}
|
||||
|
||||
private bool assertGreatJudge()
|
||||
{
|
||||
return judgementResults.Last().Type == HitResult.Great;
|
||||
}
|
||||
|
||||
private bool assertHeadMissTailMeh()
|
||||
{
|
||||
return judgementResults.Last().Type == HitResult.Meh && judgementResults.First().Type == HitResult.Miss;
|
||||
}
|
||||
|
||||
private bool assertMidSliderJudgements()
|
||||
{
|
||||
return judgementResults[judgementResults.Count - 2].Type == HitResult.Great;
|
||||
}
|
||||
|
||||
private bool assertMidSliderJudgementFail()
|
||||
{
|
||||
return judgementResults[judgementResults.Count - 2].Type == HitResult.Miss;
|
||||
}
|
||||
|
||||
private void performStaticInputTest(List<ReplayFrame> frames)
|
||||
{
|
||||
var slider = new Slider
|
||||
{
|
||||
StartTime = 1500,
|
||||
Position = new Vector2(0, 0),
|
||||
Path = new SliderPath(PathType.PerfectCurve, new[]
|
||||
{
|
||||
Vector2.Zero,
|
||||
new Vector2(25, 0),
|
||||
}, 25),
|
||||
};
|
||||
|
||||
// Empty frame to be added as a workaround for first frame behavior.
|
||||
// If an input exists on the first frame, the input would apply to the entire intro lead-in
|
||||
// Likely requires some discussion regarding how first frame inputs should be handled.
|
||||
frames.Insert(0, new OsuReplayFrame { Position = slider.Position, Time = 0, Actions = new List<OsuAction>() });
|
||||
|
||||
Beatmap.Value = new TestWorkingBeatmap(new Beatmap<OsuHitObject>
|
||||
{
|
||||
HitObjects = { slider },
|
||||
ControlPointInfo =
|
||||
{
|
||||
DifficultyPoints = { new DifficultyControlPoint { SpeedMultiplier = 0.1f } }
|
||||
},
|
||||
BeatmapInfo =
|
||||
{
|
||||
BaseDifficulty = new BeatmapDifficulty { SliderTickRate = 3 },
|
||||
Ruleset = new OsuRuleset().RulesetInfo
|
||||
},
|
||||
});
|
||||
|
||||
var player = new ScoreAccessibleReplayPlayer(new Score { Replay = new Replay { Frames = frames } })
|
||||
{
|
||||
AllowPause = false,
|
||||
AllowLeadIn = false,
|
||||
AllowResults = false
|
||||
};
|
||||
|
||||
Child = player;
|
||||
|
||||
player.ScoreProcessor.NewJudgement += result => judgementResults.Add(result);
|
||||
|
||||
player.ScoreProcessor.AllJudged += () => { allJudgedFired = true; };
|
||||
}
|
||||
|
||||
private class ScoreAccessibleReplayPlayer : ReplayPlayer
|
||||
{
|
||||
public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
|
||||
|
||||
public ScoreAccessibleReplayPlayer(Score score)
|
||||
: base(score)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user