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Make tests better
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@ -1,7 +1,7 @@
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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;
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using NUnit.Framework;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Screens;
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using osu.Game.Rulesets;
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@ -11,56 +11,69 @@ using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual
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{
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public class TestCasePause : TestCasePlayer
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public class TestCasePause : PlayerTestCase
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{
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protected new PausePlayer Player => (PausePlayer)base.Player;
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public TestCasePause()
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: base(new OsuRuleset())
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{
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}
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[Test]
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public void TestPauseResume()
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{
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AddStep("pause", () => Player.Pause());
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AddAssert("clock stopped", () => !Player.GameplayClockContainer.GameplayClock.IsRunning);
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AddAssert("pause overlay shown", () => Player.PauseOverlayVisible);
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AddStep("resume", () => Player.Resume());
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AddAssert("pause overlay hidden", () => !Player.PauseOverlayVisible);
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}
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[Test]
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public void TestPauseTooSoon()
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{
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AddStep("pause", () => Player.Pause());
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AddAssert("clock stopped", () => !Player.GameplayClockContainer.GameplayClock.IsRunning);
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AddStep("resume", () => Player.Resume());
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AddAssert("clock started", () => Player.GameplayClockContainer.GameplayClock.IsRunning);
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AddStep("pause too soon", () => Player.Pause());
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AddAssert("clock not stopped", () => Player.GameplayClockContainer.GameplayClock.IsRunning);
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AddAssert("pause overlay hidden", () => !Player.PauseOverlayVisible);
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}
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[Test]
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public void TestPauseAfterFail()
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{
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AddUntilStep(() => Player.HasFailed, "wait for fail");
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AddAssert("fail overlay shown", () => Player.FailOverlayVisible);
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AddStep("try to pause", () => Player.Pause());
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AddAssert("pause overlay hidden", () => !Player.PauseOverlayVisible);
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AddAssert("fail overlay still shown", () => Player.FailOverlayVisible);
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}
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[Test]
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public void TestExitFromPause()
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{
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AddUntilStep(() =>
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{
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Player.Pause();
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return Player.PauseOverlayVisible;
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}, "keep trying to pause");
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AddStep("exit", () => Player.Exit());
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AddUntilStep(() => !Player.IsCurrentScreen(), "player exited");
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}
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protected override bool AllowFail => true;
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protected override Player CreatePlayer(Ruleset ruleset) => new PausePlayer();
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protected override void AddCheckSteps(Func<Player> player)
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{
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PausePlayer pausable() => (PausePlayer)player();
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base.AddCheckSteps(player);
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AddStep("pause", () => pausable().Pause());
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AddAssert("clock stopped", () => !pausable().GameplayClockContainer.GameplayClock.IsRunning);
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AddAssert("pause overlay shown", () => pausable().PauseOverlayVisible);
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AddStep("resume", () => pausable().Resume());
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AddAssert("pause overlay hidden", () => !pausable().PauseOverlayVisible);
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AddStep("pause too soon", () => pausable().Pause());
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AddAssert("clock not stopped", () => pausable().GameplayClockContainer.GameplayClock.IsRunning);
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AddAssert("pause overlay hidden", () => !pausable().PauseOverlayVisible);
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AddUntilStep(() => pausable().HasFailed, "wait for fail");
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AddAssert("fail overlay shown", () => pausable().FailOverlayVisible);
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AddStep("try to pause", () => pausable().Pause());
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AddAssert("pause overlay hidden", () => !pausable().PauseOverlayVisible);
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AddAssert("fail overlay still shown", () => pausable().FailOverlayVisible);
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AddStep("restart", () => pausable().Restart());
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AddUntilStep(() =>
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{
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pausable().Pause();
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return pausable().PauseOverlayVisible;
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}, "keep trying to pause");
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AddStep("exit", () => pausable().Exit());
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AddUntilStep(() => !pausable().IsCurrentScreen(), "player exited");
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}
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private class PausePlayer : Player
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protected class PausePlayer : Player
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{
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public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
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