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Add failing test case
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osu.Game.Tests/Visual/Gameplay/TestSceneUnorderedBreaks.cs
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70
osu.Game.Tests/Visual/Gameplay/TestSceneUnorderedBreaks.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 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.Testing;
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using osu.Framework.Timing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Screens.Play;
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using osu.Game.Storyboards;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public partial class TestSceneUnorderedBreaks : OsuPlayerTestScene
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{
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[Resolved]
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private AudioManager audioManager { get; set; } = null!;
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
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{
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var beatmap = new OsuBeatmap();
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beatmap.HitObjects.Add(new HitCircle { StartTime = 0 });
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beatmap.HitObjects.Add(new HitCircle { StartTime = 5000 });
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beatmap.HitObjects.Add(new HitCircle { StartTime = 10000 });
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beatmap.Breaks.Add(new BreakPeriod(6000, 9000));
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beatmap.Breaks.Add(new BreakPeriod(1000, 4000));
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return beatmap;
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}
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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 }), audioManager);
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[SetUpSteps]
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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}
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[Test]
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public void TestBreakOverlayVisibility()
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{
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AddAssert("break overlay hidden", () => !this.ChildrenOfType<BreakOverlay>().Single().Child.IsPresent);
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addSeekStep(2000);
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AddUntilStep("break overlay visible", () => this.ChildrenOfType<BreakOverlay>().Single().Child.IsPresent);
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addSeekStep(5000);
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AddAssert("break overlay hidden", () => !this.ChildrenOfType<BreakOverlay>().Single().Child.IsPresent);
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addSeekStep(7000);
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AddUntilStep("break overlay visible", () => this.ChildrenOfType<BreakOverlay>().Single().Child.IsPresent);
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addSeekStep(10000);
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AddAssert("break overlay hidden", () => !this.ChildrenOfType<BreakOverlay>().Single().Child.IsPresent);
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}
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private void addSeekStep(double time)
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{
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AddStep($"seek to {time}", () => Beatmap.Value.Track.Seek(time));
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// Allow a few frames of lenience
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AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(time, Player.DrawableRuleset.FrameStableClock.CurrentTime, 100));
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}
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}
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}
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