// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Linq; using Humanizer; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Bindables; using osu.Framework.Extensions.ObjectExtensions; using osu.Framework.Graphics.Containers; using osu.Framework.Testing; using osu.Framework.Timing; using osu.Framework.Utils; using osu.Game.Beatmaps; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Osu.Configuration; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Rulesets.Osu.Skinning.Default; using osu.Game.Storyboards; using osu.Game.Tests; using osuTK; namespace osu.Game.Rulesets.Osu.Tests { [TestFixture] public partial class TestSceneSliderSnaking : TestSceneOsuPlayer { [Resolved] private AudioManager audioManager { get; set; } = null!; protected override bool Autoplay => autoplay; private bool autoplay; private readonly BindableBool snakingIn = new BindableBool(); private readonly BindableBool snakingOut = new BindableBool(); private IBeatmap beatmap = null!; private const double duration_of_span = 3605; private const double fade_in_modifier = -1200; protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null) => new ClockBackedTestWorkingBeatmap(this.beatmap = beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager); [BackgroundDependencyLoader] private void load() { var config = (OsuRulesetConfigManager)RulesetConfigs.GetConfigFor(Ruleset.Value.CreateInstance()).AsNonNull(); config.BindWith(OsuRulesetSetting.SnakingInSliders, snakingIn); config.BindWith(OsuRulesetSetting.SnakingOutSliders, snakingOut); } private Slider slider = null!; private DrawableSlider? drawableSlider; protected override bool HasCustomSteps => true; [TestCase(0)] [TestCase(1)] [TestCase(2)] [FlakyTest] /* * Fail rate around 0.15% * * TearDown : System.TimeoutException : "wait for seek to finish" timed out * --TearDown * at osu.Framework.Testing.Drawables.Steps.UntilStepButton.<>c__DisplayClass11_0.<.ctor>b__0() * at osu.Framework.Testing.Drawables.Steps.StepButton.PerformStep(Boolean userTriggered) * at osu.Framework.Testing.TestScene.runNextStep(Action onCompletion, Action`1 onError, Func`2 stopCondition) */ public void TestSnakingEnabled(int sliderIndex) { AddStep("enable autoplay", () => autoplay = true); CreateTest(); AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning); retrieveSlider(sliderIndex); setSnaking(true); addEnsureSnakingInSteps(() => slider.StartTime + fade_in_modifier); for (int i = 0; i < sliderIndex; i++) { // non-final repeats should not snake out addEnsureNoSnakingOutStep(() => slider.StartTime, i); } // final repeat should snake out addEnsureSnakingOutSteps(() => slider.StartTime, sliderIndex); } [TestCase(0)] [TestCase(1)] [TestCase(2)] [FlakyTest] /* * Fail rate around 0.15% * * TearDown : System.TimeoutException : "wait for seek to finish" timed out * --TearDown * at osu.Framework.Testing.Drawables.Steps.UntilStepButton.<>c__DisplayClass11_0.<.ctor>b__0() * at osu.Framework.Testing.Drawables.Steps.StepButton.PerformStep(Boolean userTriggered) * at osu.Framework.Testing.TestScene.runNextStep(Action onCompletion, Action`1 onError, Func`2 stopCondition) */ public void TestSnakingDisabled(int sliderIndex) { AddStep("have autoplay", () => autoplay = true); CreateTest(); AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning); retrieveSlider(sliderIndex); setSnaking(false); addEnsureNoSnakingInSteps(() => slider.StartTime + fade_in_modifier); for (int i = 0; i <= sliderIndex; i++) { // no snaking out ever, including final repeat addEnsureNoSnakingOutStep(() => slider.StartTime, i); } } [Test] public void TestRepeatArrowDoesNotMove([Values] bool useAutoplay) { AddStep($"set autoplay to {useAutoplay}", () => autoplay = useAutoplay); setSnaking(true); CreateTest(); // repeat might have a chance to update its position depending on where in the frame its hit, // so some leniency is allowed here instead of checking strict equality addCheckPositionChangeSteps(() => 16600, getSliderRepeat, positionAlmostSame); } private void retrieveSlider(int index) { AddStep("retrieve slider at index", () => slider = (Slider)beatmap.HitObjects[index]); addSeekStep(() => slider.StartTime); AddUntilStep("retrieve drawable slider", () => (drawableSlider = (DrawableSlider?)Player.DrawableRuleset.Playfield.AllHitObjects.SingleOrDefault(d => d.HitObject == slider)) != null); } private void addEnsureSnakingInSteps(Func startTime) => addCheckPositionChangeSteps(startTime, getSliderEnd, positionIncreased); private void addEnsureNoSnakingInSteps(Func startTime) => addCheckPositionChangeSteps(startTime, getSliderEnd, positionRemainsSame); private void addEnsureSnakingOutSteps(Func startTime, int repeatIndex) { if (repeatIndex % 2 == 0) addCheckPositionChangeSteps(timeAtRepeat(startTime, repeatIndex), getSliderStart, positionIncreased); else addCheckPositionChangeSteps(timeAtRepeat(startTime, repeatIndex), getSliderEnd, positionDecreased); } private void addEnsureNoSnakingOutStep(Func startTime, int repeatIndex) => addCheckPositionChangeSteps(timeAtRepeat(startTime, repeatIndex), positionAtRepeat(repeatIndex), positionRemainsSame); private Func timeAtRepeat(Func startTime, int repeatIndex) => () => startTime() + 100 + duration_of_span * repeatIndex; private Func positionAtRepeat(int repeatIndex) => repeatIndex % 2 == 0 ? getSliderStart : getSliderEnd; private List getSliderCurve() => ((PlaySliderBody)drawableSlider!.Body.Drawable).CurrentCurve; private Vector2 getSliderStart() => getSliderCurve().First(); private Vector2 getSliderEnd() => getSliderCurve().Last(); private Vector2 getSliderRepeat() { var drawable = Player.DrawableRuleset.Playfield.AllHitObjects.SingleOrDefault(d => d.HitObject == beatmap.HitObjects[1]); var repeat = drawable.ChildrenOfType>().First().Children.First(); return repeat.Position; } private bool positionRemainsSame(Vector2 previous, Vector2 current) => previous == current; private bool positionIncreased(Vector2 previous, Vector2 current) => current.X > previous.X && current.Y > previous.Y; private bool positionDecreased(Vector2 previous, Vector2 current) => current.X < previous.X && current.Y < previous.Y; private bool positionAlmostSame(Vector2 previous, Vector2 current) => Precision.AlmostEquals(previous, current, 1); private void addCheckPositionChangeSteps(Func startTime, Func positionToCheck, Func positionAssertion) { Vector2 previousPosition = Vector2.Zero; string positionDescription = positionToCheck.Method.Name.Humanize(LetterCasing.LowerCase); string assertionDescription = positionAssertion.Method.Name.Humanize(LetterCasing.LowerCase); addSeekStep(startTime); AddStep($"save {positionDescription} position", () => previousPosition = positionToCheck.Invoke()); addSeekStep(() => startTime() + 100); AddAssert($"{positionDescription} {assertionDescription}", () => { var currentPosition = positionToCheck.Invoke(); return positionAssertion.Invoke(previousPosition, currentPosition); }); } private void setSnaking(bool value) { AddStep($"{(value ? "enable" : "disable")} snaking", () => { snakingIn.Value = value; snakingOut.Value = value; }); } private void addSeekStep(Func getTime) { AddStep("seek to time", () => Player.GameplayClockContainer.Seek(getTime())); AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(getTime(), Player.DrawableRuleset.FrameStableClock.CurrentTime, 100)); } protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new Beatmap { HitObjects = createHitObjects() }; private static List createHitObjects() => new List { new Slider { StartTime = 3000, Position = new Vector2(100, 100), Path = new SliderPath(PathType.PERFECT_CURVE, new[] { Vector2.Zero, new Vector2(300, 200) }), }, new Slider { StartTime = 13000, Position = new Vector2(100, 100), Path = new SliderPath(PathType.PERFECT_CURVE, new[] { Vector2.Zero, new Vector2(300, 200) }), RepeatCount = 1, }, new Slider { StartTime = 23000, Position = new Vector2(100, 100), Path = new SliderPath(PathType.PERFECT_CURVE, new[] { Vector2.Zero, new Vector2(300, 200) }), RepeatCount = 2, }, new HitCircle { StartTime = 199999, } }; } }