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Add tests for slider input behavior
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osu.Game.Rulesets.Osu.Tests/TestCaseSliderInput.cs
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406
osu.Game.Rulesets.Osu.Tests/TestCaseSliderInput.cs
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Osu.Replays;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps;
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using osu.Game.Tests.Visual;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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public class TestCaseSliderInput : OsuTestCase
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{
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(Slider),
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typeof(SliderBall),
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typeof(SliderBody),
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typeof(SliderTick),
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typeof(DrawableSlider),
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typeof(DrawableSliderTick),
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typeof(DrawableRepeatPoint),
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typeof(DrawableOsuHitObject)
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};
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[SetUp]
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public void Setup()
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{
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Schedule(() => { allJudgedFired = false; });
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judgementResults = new List<JudgementResult>();
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}
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private readonly Container content;
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protected override Container<Drawable> Content => content;
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private List<JudgementResult> judgementResults;
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private bool allJudgedFired;
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public TestCaseSliderInput()
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{
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base.Content.Add(content = new OsuInputManager(new RulesetInfo { ID = 0 }));
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}
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/// <summary>
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/// Pressing a key before a slider, pressing the other key on the slider head, then releasing the latter pressed key
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/// should result in tracking to end.
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/// At 250ms intervals:
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/// Frame 1 (prior to slider): Left Click
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/// Frame 2 (within slider hit window): Left & Right Click
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/// Frame 3 (while tracking): Left Click
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/// A passing test case will have the cursor lose tracking on frame 3.
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/// </summary>
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[Test]
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public void TestLeftBeforeSliderThenRight()
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{
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AddStep("Invalid key transfer test", () =>
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{
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var frames = new List<ReplayFrame>
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{
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 250},
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton, OsuAction.RightButton }, Time = 1500},
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 2500},
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};
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performStaticInputTest(frames);
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});
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AddUntilStep(() => allJudgedFired, "Wait for test 1");
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AddAssert("Tracking lost", assertMehJudge);
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}
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/// <summary>
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/// Hitting a slider head, pressing a new key after the initial hit, then letting go of the original key used to hit
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/// the slider should reslt in continued tracking.
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/// At 250ms intervals:
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/// Frame 1: Left Click
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/// Frame 2: Left & Right Click
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/// Frame 3: Right Click
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/// A passing test case will have the cursor continue to track after frame 3.
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/// </summary>
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[Test]
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public void TestLeftBeforeSliderThenRightThenLettingGoOfLeft()
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{
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AddStep("Left to both to right test", () =>
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{
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var frames = new List<ReplayFrame>
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{
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 1500},
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton, OsuAction.RightButton }, Time = 2500},
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.RightButton }, Time = 3500},
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};
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performStaticInputTest(frames);
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});
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AddUntilStep(() => allJudgedFired, "Wait for test 2");
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AddAssert("Tracking retained", assertGreatJudge);
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}
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/// <summary>
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/// Hitting a slider head, pressing a new key after the initial hit, then letting go of the new key should result
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/// in continue tracking,
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/// At 250ms intervals:
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/// Frame 1: Left Click
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/// Frame 2: Left & Right Click
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/// Frame 3: Left Click
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/// A passing test case will have the cursor continue to track after frame 3.
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/// </summary>
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[Test]
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public void TestTrackingRetentionLeftRightLeft()
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{
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AddStep("Tracking retention test", () =>
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{
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var frames = new List<ReplayFrame>
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{
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 250},
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton, OsuAction.RightButton }, Time = 1500},
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.RightButton }, Time = 2500},
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};
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performStaticInputTest(frames);
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});
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AddUntilStep(() => allJudgedFired, "Wait for test 3");
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AddAssert("Tracking retained", assertGreatJudge);
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}
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/// <summary>
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/// Pressing a key before a slider, pressing the other key on the slider head, then releasing the former pressed key
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/// should result in continued tracking.
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/// At 250ms intervals:
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/// Frame 1 (prior to slider): Left Click
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/// Frame 2 (on slider head): Left & Right Click
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/// Frame 3 (tracking slider body): Right Click
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/// A passing test case will have the cursor continue to track after frame 3.
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/// </summary>
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[Test]
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public void TestTrackingLeftBeforeSliderToRight()
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{
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AddStep("Tracking retention test", () =>
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{
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var frames = new List<ReplayFrame>
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{
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 250},
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton, OsuAction.RightButton }, Time = 1500},
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.RightButton }, Time = 2500},
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};
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performStaticInputTest(frames);
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});
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AddUntilStep(() => allJudgedFired, "Wait for test 4");
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AddAssert("Tracking retained", assertGreatJudge);
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}
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/// <summary>
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/// Pressing a key before a slider and holding the slider throughout the body should result in tracking, but a miss on the slider head.
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/// Only one frame is required:
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/// Frame 1: Left Click
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/// In a successful test case:
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/// The head of the slider should be judged as a miss.
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/// The slider end should be judged as a meh.
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/// </summary>
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[Test]
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public void TestTrackingPreclicked()
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{
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AddStep("Tracking retention test", () =>
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{
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var frames = new List<ReplayFrame>
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{
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 250},
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};
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performStaticInputTest(frames);
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});
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AddUntilStep(() => allJudgedFired, "Wait for test 5");
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AddAssert("Tracking retained, sliderhead miss", assertHeadMissTailMeh);
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}
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/// <summary>
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/// Hitting a slider head, leaving the slider, then coming back into the slider with the same button to track it should re-start tracking.
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/// Only one frame is required:
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/// Frame 1: Left Click
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/// In a successful test case:
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/// The last tick of the slider should be judged as a great.
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/// </summary>
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[Test]
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public void TestTrackingReturnMidSlider()
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{
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AddStep("Mid-sldier tracking re-acquisition", () =>
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{
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var frames = new List<ReplayFrame>
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{
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 1500},
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new OsuReplayFrame { Position = new Vector2(150, 150), Actions = { OsuAction.LeftButton }, Time = 2000},
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new OsuReplayFrame { Position = new Vector2(200, 200), Actions = { OsuAction.LeftButton }, Time = 2500},
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 3000},
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 3500},
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};
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performStaticInputTest(frames);
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});
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AddUntilStep(() => allJudgedFired, "Wait for test 6");
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AddAssert("Tracking re-acquired", assertMidSliderJudgements);
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}
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/// <summary>
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/// 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
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/// This is current stable behavior.
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/// </summary>
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[Test]
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public void TestTrackingReturnMidSliderKeyDownBefore()
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{
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AddStep("Key held down before slider, mid-slider tracking re-acquisition", () =>
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{
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var frames = new List<ReplayFrame>
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{
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 250},
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton, OsuAction.RightButton }, Time = 1500},
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 2000},
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new OsuReplayFrame { Position = new Vector2(200, 200), Actions = { OsuAction.LeftButton }, Time = 2500},
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 3000},
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 3500},
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};
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performStaticInputTest(frames);
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});
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AddUntilStep(() => allJudgedFired, "Wait for test 7");
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AddAssert("Tracking lost", assertMidSliderJudgementFail);
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}
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/// <summary>
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/// Halfway into a slider outside of the slider, then starting to hover the slider afterwards should result in tracking
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/// </summary>
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[Test]
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public void TestTrackingMidSlider()
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{
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AddStep("Mid-slider new tracking acquisition", () =>
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{
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var frames = new List<ReplayFrame>
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{
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new OsuReplayFrame { Position = new Vector2(150, 150), Actions = { OsuAction.LeftButton }, Time = 2000},
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new OsuReplayFrame { Position = new Vector2(200, 200), Actions = { OsuAction.LeftButton }, Time = 2500},
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 3000},
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 3500},
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};
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performStaticInputTest(frames);
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});
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AddUntilStep(() => allJudgedFired, "Wait for test 8");
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AddAssert("Tracking acquired", assertMidSliderJudgements);
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}
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/// <summary>
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/// Pressing a key before a slider, clicking another key after the slider, holding both of them and
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/// leaving tracking, then releasing both keys, then pressing the originally pressed key should start tracking
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/// </summary>
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[Test]
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public void TestTrackingPressBeforeSliderClickingOtherKeyLeavingSliderReleaseThenTrackOriginal()
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{
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AddStep("Mid-slider new tracking acquisition", () =>
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{
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var frames = new List<ReplayFrame>
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{
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 250},
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton, OsuAction.RightButton }, Time = 1500},
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new OsuReplayFrame { Position = new Vector2(100, 100), Time = 1750},
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 3500},
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};
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performStaticInputTest(frames);
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});
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AddUntilStep(() => allJudgedFired, "Wait for test 9");
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AddAssert("Tracking acquired", assertMidSliderJudgements);
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}
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/// <summary>
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/// Pressing a key before a slider, clicking another key after the slider, holding both of them and
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/// leaving tracking, then releasing both keys, then pressing the originally pressed key should start tracking
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/// </summary>
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[Test]
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public void TestClickingBeforeLeavingSliderReleasingClickingAgainThenTracking()
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{
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AddStep("Mid-slider new tracking acquisition", () =>
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{
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var frames = new List<ReplayFrame>
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{
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 1500},
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new OsuReplayFrame { Position = new Vector2(100, 100), Actions = { OsuAction.LeftButton }, Time = 2500},
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new OsuReplayFrame { Position = new Vector2(100, 100), Time = 2750},
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new OsuReplayFrame { Position = new Vector2(100, 100), Actions = { OsuAction.LeftButton }, Time = 3000},
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new OsuReplayFrame { Position = new Vector2(0, 0), Actions = { OsuAction.LeftButton }, Time = 3500},
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};
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performStaticInputTest(frames);
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});
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AddUntilStep(() => allJudgedFired, "Wait for test 10");
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AddAssert("Tracking acquired", assertMidSliderJudgements);
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}
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private bool assertMehJudge()
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{
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return judgementResults.Last().Type == HitResult.Meh;
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}
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private bool assertGreatJudge()
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{
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return judgementResults.Last().Type == HitResult.Great;
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}
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private bool assertHeadMissTailMeh()
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{
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return judgementResults.Last().Type == HitResult.Meh && judgementResults.First().Type == HitResult.Miss;
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}
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private bool assertMidSliderJudgements()
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{
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return judgementResults[judgementResults.Count - 2].Type == HitResult.Great;
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}
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private bool assertMidSliderJudgementFail()
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{
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return judgementResults[judgementResults.Count - 2].Type == HitResult.Miss;
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}
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private void performStaticInputTest(List<ReplayFrame> frames)
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{
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var slider = new Slider
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{
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StartTime = 1500,
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Position = new Vector2(0, 0),
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Path = new SliderPath(PathType.PerfectCurve, new[]
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{
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Vector2.Zero,
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new Vector2(25, 0),
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}, 25),
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};
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// Empty frame to be added as a workaround for first frame behavior.
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||||||
|
// 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