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Merge branch 'master' into flashlight-dim
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commit
9da13cb463
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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.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Timing;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestCaseFrameStabilityContainer : OsuTestCase
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{
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private readonly ManualClock manualClock;
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private readonly Container mainContainer;
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private ClockConsumingChild consumer;
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public TestCaseFrameStabilityContainer()
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{
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Child = mainContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Clock = new FramedClock(manualClock = new ManualClock()),
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};
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}
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[Test]
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public void TestLargeJumps()
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{
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seekManualTo(0);
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createStabilityContainer();
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seekManualTo(100000);
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confirmSeek(100000);
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checkFrameCount(6000);
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seekManualTo(0);
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confirmSeek(0);
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checkFrameCount(12000);
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}
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[Test]
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public void TestSmallJumps()
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{
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seekManualTo(0);
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createStabilityContainer();
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seekManualTo(40);
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confirmSeek(40);
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checkFrameCount(3);
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seekManualTo(0);
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confirmSeek(0);
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checkFrameCount(6);
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}
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[Test]
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public void TestSingleFrameJump()
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{
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seekManualTo(0);
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createStabilityContainer();
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seekManualTo(8);
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confirmSeek(8);
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checkFrameCount(1);
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seekManualTo(16);
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confirmSeek(16);
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checkFrameCount(2);
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}
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[Test]
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public void TestInitialSeek()
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{
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seekManualTo(100000);
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createStabilityContainer();
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confirmSeek(100000);
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checkFrameCount(0);
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}
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private void createStabilityContainer() => AddStep("create container", () => mainContainer.Child = new FrameStabilityContainer().WithChild(consumer = new ClockConsumingChild()));
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private void seekManualTo(double time) => AddStep($"seek manual clock to {time}", () => manualClock.CurrentTime = time);
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private void confirmSeek(double time) => AddUntilStep($"wait for seek to {time}", () => consumer.Clock.CurrentTime == time);
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private void checkFrameCount(int frames) =>
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AddAssert($"elapsed frames is {frames}", () => consumer.ElapsedFrames == frames);
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public class ClockConsumingChild : CompositeDrawable
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{
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private readonly OsuSpriteText text;
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private readonly OsuSpriteText text2;
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private readonly OsuSpriteText text3;
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public ClockConsumingChild()
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{
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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InternalChildren = new Drawable[]
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{
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new FillFlowContainer
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{
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RelativeSizeAxes = Axes.Both,
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Direction = FillDirection.Vertical,
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Children = new Drawable[]
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{
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text = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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text2 = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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text3 = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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}
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},
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};
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}
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public int ElapsedFrames;
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protected override void Update()
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{
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base.Update();
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if (Clock.ElapsedFrameTime != 0)
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ElapsedFrames++;
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text.Text = $"current time: {Clock.CurrentTime:F0}";
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if (Clock.ElapsedFrameTime != 0)
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text2.Text = $"last elapsed frame time: {Clock.ElapsedFrameTime:F0}";
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text3.Text = $"total frames: {ElapsedFrames:F0}";
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}
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}
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}
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}
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@ -10,21 +10,25 @@ using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Screens;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestCasePlayerLoader : ManualInputManagerTestCase
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{
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private PlayerLoader loader;
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private readonly OsuScreenStack stack;
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private OsuScreenStack stack;
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public TestCasePlayerLoader()
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[SetUp]
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public void Setup() => Schedule(() =>
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{
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InputManager.Add(stack = new OsuScreenStack { RelativeSizeAxes = Axes.Both });
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}
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InputManager.Child = stack = new OsuScreenStack { RelativeSizeAxes = Axes.Both };
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Beatmap.Value = new TestWorkingBeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo), Clock);
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});
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[Test]
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public void TestLoadContinuation()
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@ -33,8 +37,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddUntilStep("wait for current", () => loader.IsCurrentScreen());
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AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
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AddUntilStep("wait for no longer current", () => !loader.IsCurrentScreen());
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AddStep("exit loader", () => loader.Exit());
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AddUntilStep("wait for no longer alive", () => !loader.IsAlive);
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AddStep("load slow dummy beatmap", () =>
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{
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SlowLoadPlayer slow = null;
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@ -58,41 +60,25 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep("load player", () =>
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{
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Mods.Value = new[] { gameMod = new TestMod() };
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InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre);
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stack.Push(new PlayerLoader(() => player = new TestPlayer()));
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});
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AddUntilStep("wait for player to become current", () =>
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{
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if (player.IsCurrentScreen())
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{
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playerMod1 = (TestMod)player.Mods.Value.Single();
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return true;
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}
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return false;
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stack.Push(loader = new PlayerLoader(() => player = new TestPlayer()));
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});
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AddUntilStep("wait for loader to become current", () => loader.IsCurrentScreen());
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AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
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AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
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AddStep("retrieve mods", () => playerMod1 = (TestMod)player.Mods.Value.Single());
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AddAssert("game mods not applied", () => gameMod.Applied == false);
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AddAssert("player mods applied", () => playerMod1.Applied);
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AddStep("restart player", () =>
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{
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var lastPlayer = player;
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player = null;
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player.Restart();
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});
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AddUntilStep("wait for player to become current", () =>
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{
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if (player.IsCurrentScreen())
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{
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playerMod2 = (TestMod)player.Mods.Value.Single();
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return true;
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}
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return false;
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lastPlayer.Restart();
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});
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AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
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AddStep("retrieve mods", () => playerMod2 = (TestMod)player.Mods.Value.Single());
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AddAssert("game mods not applied", () => gameMod.Applied == false);
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AddAssert("player has different mods", () => playerMod1 != playerMod2);
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AddAssert("player mods applied", () => playerMod2.Applied);
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@ -23,7 +23,11 @@ namespace osu.Game.Tests.Visual.Menus
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public TestCaseLoaderAnimation()
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{
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Child = logo = new OsuLogo { Depth = float.MinValue };
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Child = logo = new OsuLogo
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{
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Alpha = 0,
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Depth = float.MinValue
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};
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}
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[Test]
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@ -39,7 +43,7 @@ namespace osu.Game.Tests.Visual.Menus
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LoadScreen(loader);
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});
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AddAssert("loaded", () =>
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AddUntilStep("loaded", () =>
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{
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logoVisible = loader.Logo?.Alpha > 0;
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return loader.Logo != null && loader.ScreenLoaded;
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@ -68,6 +68,8 @@ namespace osu.Game.Rulesets.UI
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private const double sixty_frame_time = 1000.0 / 60;
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private bool firstConsumption = true;
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public override bool UpdateSubTree()
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{
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requireMoreUpdateLoops = true;
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@ -103,7 +105,18 @@ namespace osu.Game.Rulesets.UI
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try
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{
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if (Math.Abs(manualClock.CurrentTime - newProposedTime) > sixty_frame_time * 1.2f)
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if (firstConsumption)
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{
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// On the first update, frame-stability seeking would result in unexpected/unwanted behaviour.
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// Instead we perform an initial seek to the proposed time.
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manualClock.CurrentTime = newProposedTime;
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// do a second process to clear out ElapsedTime
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framedClock.ProcessFrame();
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firstConsumption = false;
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}
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else if (Math.Abs(manualClock.CurrentTime - newProposedTime) > sixty_frame_time * 1.2f)
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{
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newProposedTime = newProposedTime > manualClock.CurrentTime
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? Math.Min(newProposedTime, manualClock.CurrentTime + sixty_frame_time)
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@ -92,13 +92,6 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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}
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}
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protected override void Update()
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{
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base.Update();
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zoomedContent.Width = DrawWidth * currentZoom;
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}
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protected override bool OnScroll(ScrollEvent e)
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{
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if (e.IsPrecise)
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@ -169,6 +162,11 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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float targetOffset = expectedWidth * (focusPoint / contentSize) - focusOffset;
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d.currentZoom = newZoom;
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d.zoomedContent.Width = d.DrawWidth * d.currentZoom;
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// Temporarily here to make sure ScrollTo gets the correct DrawSize for scrollable area.
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// TODO: Make sure draw size gets invalidated properly on the framework side, and remove this once it is.
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d.Invalidate(Invalidation.DrawSize);
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d.ScrollTo(targetOffset, false);
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}
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@ -36,7 +36,7 @@ namespace osu.Game.Tests.Visual
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public void SetUpSteps()
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{
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AddStep(ruleset.RulesetInfo.Name, loadPlayer);
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AddUntilStep(() => Player.IsLoaded, "player loaded");
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AddUntilStep(() => Player.IsLoaded && Player.Alpha == 1, "player loaded");
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}
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protected virtual IBeatmap CreateBeatmap(Ruleset ruleset) => new TestBeatmap(ruleset.RulesetInfo);
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@ -105,8 +105,8 @@
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<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite.Core" Version="2.2.1" />
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<PackageReference Include="Newtonsoft.Json" Version="12.0.1" />
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<PackageReference Include="ppy.osu.Game.Resources" Version="2019.128.0" />
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<PackageReference Include="ppy.osu.Framework" Version="2019.415.0" />
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<PackageReference Include="ppy.osu.Framework.iOS" Version="2019.415.0" />
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<PackageReference Include="ppy.osu.Framework" Version="2019.425.0" />
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<PackageReference Include="ppy.osu.Framework.iOS" Version="2019.425.0" />
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<PackageReference Include="SharpCompress" Version="0.22.0" />
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<PackageReference Include="NUnit" Version="3.11.0" />
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<PackageReference Include="SharpRaven" Version="2.4.0" />
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