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Fix audio playback position being reset after resuming to song select
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parent
10c7fc139e
commit
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@ -5,12 +5,15 @@ using System;
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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.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Online.API;
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@ -18,7 +21,9 @@ using osu.Game.Overlays;
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using osu.Game.Overlays.Mods;
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using osu.Game.Screens;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Select;
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using osu.Game.Tests.Beatmaps.IO;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Input;
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@ -31,11 +36,11 @@ namespace osu.Game.Tests.Visual.Menus
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private const float click_padding = 25;
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private GameHost host;
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private TestOsuGame osuGame;
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private TestOsuGame game;
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private Vector2 backButtonPosition => osuGame.ToScreenSpace(new Vector2(click_padding, osuGame.LayoutRectangle.Bottom - click_padding));
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private Vector2 backButtonPosition => game.ToScreenSpace(new Vector2(click_padding, game.LayoutRectangle.Bottom - click_padding));
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private Vector2 optionsButtonPosition => osuGame.ToScreenSpace(new Vector2(click_padding, click_padding));
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private Vector2 optionsButtonPosition => game.ToScreenSpace(new Vector2(click_padding, click_padding));
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[BackgroundDependencyLoader]
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private void load(GameHost host)
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@ -54,23 +59,23 @@ namespace osu.Game.Tests.Visual.Menus
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{
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AddStep("Create new game instance", () =>
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{
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if (osuGame != null)
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if (game != null)
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{
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Remove(osuGame);
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osuGame.Dispose();
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Remove(game);
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game.Dispose();
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}
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osuGame = new TestOsuGame(LocalStorage, API);
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osuGame.SetHost(host);
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game = new TestOsuGame(LocalStorage, API);
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game.SetHost(host);
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// todo: this can be removed once we can run audio trakcs without a device present
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// see https://github.com/ppy/osu/issues/1302
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osuGame.LocalConfig.Set(OsuSetting.IntroSequence, IntroSequence.Circles);
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game.LocalConfig.Set(OsuSetting.IntroSequence, IntroSequence.Circles);
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Add(osuGame);
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Add(game);
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});
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AddUntilStep("Wait for load", () => osuGame.IsLoaded);
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AddUntilStep("Wait for intro", () => osuGame.ScreenStack.CurrentScreen is IntroScreen);
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AddUntilStep("Wait for load", () => game.IsLoaded);
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AddUntilStep("Wait for intro", () => game.ScreenStack.CurrentScreen is IntroScreen);
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confirmAtMainMenu();
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}
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@ -82,11 +87,39 @@ namespace osu.Game.Tests.Visual.Menus
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pushAndConfirm(() => songSelect = new TestSongSelect());
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AddStep("Show mods overlay", () => songSelect.ModSelectOverlay.Show());
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AddAssert("Overlay was shown", () => songSelect.ModSelectOverlay.State.Value == Visibility.Visible);
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AddStep("Press escape", () => pressAndRelease(Key.Escape));
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pushEscape();
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AddAssert("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
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exitViaEscapeAndConfirm();
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}
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[Test]
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public void TestSongContinuesAfterExitPlayer()
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{
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Player player = null;
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WorkingBeatmap beatmap() => game.Beatmap.Value;
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Track track() => beatmap().Track;
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pushAndConfirm(() => new TestSongSelect());
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AddStep("import beatmap", () => ImportBeatmapTest.LoadOszIntoOsu(game).Wait());
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AddUntilStep("wait for selected", () => !(track() is TrackVirtual));
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AddStep("press enter", () => pressAndRelease(Key.Enter));
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AddUntilStep("wait for player", () => (player = game.ScreenStack.CurrentScreen as Player) != null);
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AddUntilStep("wait for fail", () => player.HasFailed);
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AddUntilStep("wait for track stop", () => !track().IsRunning);
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AddAssert("Ensure time before preview point", () => track().CurrentTime < beatmap().Metadata.PreviewTime);
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pushEscape();
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AddUntilStep("wait for track playing", () => track().IsRunning);
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AddAssert("Ensure time wasn't reset to preview point", () => track().CurrentTime < beatmap().Metadata.PreviewTime);
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}
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[Test]
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public void TestExitSongSelectWithClick()
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{
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@ -98,7 +131,7 @@ namespace osu.Game.Tests.Visual.Menus
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AddStep("Move mouse to backButton", () => InputManager.MoveMouseTo(backButtonPosition));
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// BackButton handles hover using its child button, so this checks whether or not any of BackButton's children are hovered.
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AddUntilStep("Back button is hovered", () => InputManager.HoveredDrawables.Any(d => d.Parent == osuGame.BackButton));
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AddUntilStep("Back button is hovered", () => InputManager.HoveredDrawables.Any(d => d.Parent == game.BackButton));
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AddStep("Click back button", () => InputManager.Click(MouseButton.Left));
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AddUntilStep("Overlay was hidden", () => songSelect.ModSelectOverlay.State.Value == Visibility.Hidden);
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@ -122,25 +155,28 @@ namespace osu.Game.Tests.Visual.Menus
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[Test]
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public void TestOpenOptionsAndExitWithEscape()
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{
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AddUntilStep("Wait for options to load", () => osuGame.Settings.IsLoaded);
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AddUntilStep("Wait for options to load", () => game.Settings.IsLoaded);
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AddStep("Enter menu", () => pressAndRelease(Key.Enter));
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AddStep("Move mouse to options overlay", () => InputManager.MoveMouseTo(optionsButtonPosition));
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AddStep("Click options overlay", () => InputManager.Click(MouseButton.Left));
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AddAssert("Options overlay was opened", () => osuGame.Settings.State.Value == Visibility.Visible);
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AddAssert("Options overlay was opened", () => game.Settings.State.Value == Visibility.Visible);
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AddStep("Hide options overlay using escape", () => pressAndRelease(Key.Escape));
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AddAssert("Options overlay was closed", () => osuGame.Settings.State.Value == Visibility.Hidden);
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AddAssert("Options overlay was closed", () => game.Settings.State.Value == Visibility.Hidden);
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}
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private void pushAndConfirm(Func<Screen> newScreen)
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{
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Screen screen = null;
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AddStep("Push new screen", () => osuGame.ScreenStack.Push(screen = newScreen()));
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AddUntilStep("Wait for new screen", () => osuGame.ScreenStack.CurrentScreen == screen && screen.IsLoaded);
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AddStep("Push new screen", () => game.ScreenStack.Push(screen = newScreen()));
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AddUntilStep("Wait for new screen", () => game.ScreenStack.CurrentScreen == screen && screen.IsLoaded);
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}
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private void pushEscape() =>
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AddStep("Press escape", () => pressAndRelease(Key.Escape));
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private void exitViaEscapeAndConfirm()
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{
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AddStep("Press escape", () => pressAndRelease(Key.Escape));
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pushEscape();
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confirmAtMainMenu();
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}
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@ -151,7 +187,7 @@ namespace osu.Game.Tests.Visual.Menus
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confirmAtMainMenu();
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}
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private void confirmAtMainMenu() => AddUntilStep("Wait for main menu", () => osuGame.ScreenStack.CurrentScreen is MainMenu menu && menu.IsLoaded);
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private void confirmAtMainMenu() => AddUntilStep("Wait for main menu", () => game.ScreenStack.CurrentScreen is MainMenu menu && menu.IsLoaded);
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private void pressAndRelease(Key key)
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{
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@ -169,6 +205,8 @@ namespace osu.Game.Tests.Visual.Menus
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public new OsuConfigManager LocalConfig => base.LocalConfig;
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public new Bindable<WorkingBeatmap> Beatmap => base.Beatmap;
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protected override Loader CreateLoader() => new TestLoader();
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public TestOsuGame(Storage storage, IAPIProvider api)
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@ -490,7 +490,7 @@ namespace osu.Game.Screens.Select
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if (Beatmap != null && !Beatmap.Value.BeatmapSetInfo.DeletePending)
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{
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UpdateBeatmap(Beatmap.Value);
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ensurePlayingSelected();
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ensurePlayingSelected(false);
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}
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base.OnResuming(last);
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@ -587,7 +587,8 @@ namespace osu.Game.Screens.Select
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/// Ensures some music is playing for the current track.
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/// Will resume playback from a manual user pause if the track has changed.
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/// </summary>
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private void ensurePlayingSelected()
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/// <param name="fromPreviewPoint">Whether to restart from the preview point, rather than resuming from previous location.</param>
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private void ensurePlayingSelected(bool fromPreviewPoint = true)
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{
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Track track = Beatmap.Value.Track;
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@ -596,7 +597,12 @@ namespace osu.Game.Screens.Select
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track.RestartPoint = Beatmap.Value.Metadata.PreviewTime;
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if (!track.IsRunning && (music?.IsUserPaused != true || isNewTrack))
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track.Restart();
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{
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if (fromPreviewPoint)
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track.Restart();
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else
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track.Start();
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}
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lastTrack.SetTarget(track);
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}
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