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Refactor GameplaySampleTriggerSource
test to not be realtime dependent
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@ -1,8 +1,12 @@
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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 System.Diagnostics;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Timing;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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@ -12,6 +16,7 @@ using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Storyboards;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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@ -23,6 +28,12 @@ namespace osu.Game.Tests.Visual.Gameplay
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private Beatmap beatmap = null!;
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[Resolved]
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private AudioManager audio { get; set; } = null!;
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null)
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=> new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audio);
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
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{
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beatmap = new Beatmap
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@ -37,12 +48,13 @@ namespace osu.Game.Tests.Visual.Gameplay
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const double start_offset = 8000;
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const double spacing = 2000;
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// intentionally start objects a bit late so we can test the case of no alive objects.
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double t = start_offset;
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beatmap.HitObjects.AddRange(new[]
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{
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new HitCircle
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{
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// intentionally start objects a bit late so we can test the case of no alive objects.
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StartTime = t += spacing,
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Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL) }
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},
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@ -78,41 +90,64 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestCorrectHitObject()
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{
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HitObjectLifetimeEntry? nextObjectEntry = null;
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waitForAliveObjectIndex(null);
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AddAssert("no alive objects", () => getNextAliveObject() == null);
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seekBeforeIndex(0);
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waitForAliveObjectIndex(0);
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checkValidObjectIndex(0);
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AddAssert("check initially correct object", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[0]);
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AddAssert("first object not hit", () => getNextAliveObject()?.Entry?.Result?.HasResult != true);
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AddUntilStep("get next object", () =>
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AddStep("hit first object", () =>
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{
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var nextDrawableObject = getNextAliveObject();
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var next = getNextAliveObject();
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if (nextDrawableObject != null)
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if (next != null)
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{
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nextObjectEntry = nextDrawableObject.Entry;
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InputManager.MoveMouseTo(nextDrawableObject.ScreenSpaceDrawQuad.Centre);
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return true;
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}
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Debug.Assert(next.Entry?.Result?.HasResult != true);
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return false;
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});
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AddUntilStep("hit first hitobject", () =>
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{
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InputManager.MoveMouseTo(next.ScreenSpaceDrawQuad.Centre);
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InputManager.Click(MouseButton.Left);
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return nextObjectEntry?.Result?.HasResult == true;
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}
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});
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AddAssert("check correct object after hit", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[1]);
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AddAssert("first object hit", () => getNextAliveObject()?.Entry?.Result?.HasResult == true);
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AddUntilStep("check correct object after miss", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[2]);
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AddUntilStep("check correct object after miss", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[3]);
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checkValidObjectIndex(1);
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AddUntilStep("no alive objects", () => getNextAliveObject() == null);
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AddAssert("check correct object after none alive", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[3]);
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// Still object 1 as it's not hit yet.
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seekBeforeIndex(1);
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waitForAliveObjectIndex(1);
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checkValidObjectIndex(1);
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seekBeforeIndex(2);
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waitForAliveObjectIndex(2);
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checkValidObjectIndex(2);
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seekBeforeIndex(3);
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waitForAliveObjectIndex(3);
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checkValidObjectIndex(3);
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AddStep("Seek into future", () => Beatmap.Value.Track.Seek(beatmap.HitObjects.Last().GetEndTime() + 10000));
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waitForAliveObjectIndex(null);
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checkValidObjectIndex(3);
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}
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private void seekBeforeIndex(int index) =>
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AddStep($"seek to just before object {index}", () => Beatmap.Value.Track.Seek(beatmap.HitObjects[index].StartTime - 100));
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private void waitForAliveObjectIndex(int? index)
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{
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if (index == null)
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AddUntilStep("wait for no alive objects", getNextAliveObject, () => Is.Null);
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else
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AddUntilStep($"wait for next alive to be {index}", () => getNextAliveObject()?.HitObject, () => Is.EqualTo(beatmap.HitObjects[index.Value]));
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}
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private void checkValidObjectIndex(int index) =>
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AddAssert($"check valid object is {index}", () => sampleTriggerSource.GetMostValidObject(), () => Is.EqualTo(beatmap.HitObjects[index]));
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private DrawableHitObject? getNextAliveObject() =>
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Player.DrawableRuleset.Playfield.HitObjectContainer.AliveObjects.FirstOrDefault();
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