// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System.Linq; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Screens; using osu.Framework.Testing; using osu.Game.Configuration; using osu.Game.Graphics.Containers; using osu.Game.Graphics.Cursor; using osu.Game.Rulesets; using osu.Game.Screens.Play; using osu.Game.Skinning; using osuTK; using osuTK.Input; namespace osu.Game.Tests.Visual.Gameplay { public partial class TestScenePause : OsuPlayerTestScene { protected new PausePlayer Player => (PausePlayer)base.Player; private readonly Container content; protected override Container Content => content; public TestScenePause() { base.Content.Add(content = new GlobalCursorDisplay { RelativeSizeAxes = Axes.Both }); } [BackgroundDependencyLoader] private void load() { LocalConfig.SetValue(OsuSetting.UIHoldActivationDelay, 0.0); } [SetUpSteps] public override void SetUpSteps() { base.SetUpSteps(); AddStep("resume player", () => Player.GameplayClockContainer.Start()); confirmClockRunning(true); } [Test] public void TestPauseWithLargeOffset() { double lastTime; bool alwaysGoingForward = true; AddStep("force large offset", () => { var offset = (BindableDouble)LocalConfig.GetBindable(OsuSetting.AudioOffset); // use a large negative offset to avoid triggering a fail from forwards seeking. offset.MinValue = -5000; offset.Value = -5000; }); AddStep("add time forward check hook", () => { lastTime = double.MinValue; alwaysGoingForward = true; Player.OnUpdate += _ => { double currentTime = Player.GameplayClockContainer.CurrentTime; alwaysGoingForward &= currentTime >= lastTime - 500; lastTime = currentTime; }; }); AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10))); pauseAndConfirm(); resumeAndConfirm(); AddAssert("time didn't go too far backwards", () => alwaysGoingForward); AddStep("reset offset", () => LocalConfig.SetValue(OsuSetting.AudioOffset, 0.0)); } [Test] public void TestPauseResume() { AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10))); pauseAndConfirm(); AddAssert("player not playing", () => !Player.LocalUserPlaying.Value); resumeAndConfirm(); AddAssert("Resumed without seeking forward", () => Player.LastResumeTime, () => Is.LessThanOrEqualTo(Player.LastPauseTime)); AddUntilStep("player playing", () => Player.LocalUserPlaying.Value); } [Test] public void TestResumeWithResumeOverlay() { AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.Centre)); AddUntilStep("wait for hitobjects", () => Player.HealthProcessor.Health.Value < 1); pauseAndConfirm(); resume(); confirmPausedWithNoOverlay(); AddStep("click to resume", () => InputManager.Click(MouseButton.Left)); confirmClockRunning(true); } [Test] public void TestPauseWithResumeOverlay() { AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.Centre)); AddUntilStep("wait for hitobjects", () => Player.HealthProcessor.Health.Value < 1); pauseAndConfirm(); resume(); confirmPausedWithNoOverlay(); pauseAndConfirm(); AddUntilStep("resume overlay is not active", () => Player.DrawableRuleset.ResumeOverlay.State.Value == Visibility.Hidden); confirmPaused(); confirmNotExited(); } [Test] public void TestResumeWithResumeOverlaySkipped() { AddStep("move cursor to button", () => InputManager.MoveMouseTo(Player.HUDOverlay.HoldToQuit.Children.OfType().First().ScreenSpaceDrawQuad.Centre)); AddUntilStep("wait for hitobjects", () => Player.HealthProcessor.Health.Value < 1); pauseAndConfirm(); resumeAndConfirm(); } [Test] public void TestUserPauseWhenPauseNotAllowed() { AddStep("disable pause support", () => Player.Configuration.AllowPause = false); pauseViaBackAction(); confirmExited(); } [Test] public void TestUserPauseDuringCooldownTooSoon() { AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10))); pauseAndConfirm(); resume(); pauseViaBackAction(); confirmResumed(); confirmNotExited(); } [Test] public void TestQuickExitDuringCooldownTooSoon() { AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10))); pauseAndConfirm(); resume(); exitViaQuickExitAction(); confirmResumed(); AddAssert("exited", () => !Player.IsCurrentScreen()); } [Test] public void TestExitSoonAfterResumeSucceeds() { AddStep("seek before gameplay", () => Player.GameplayClockContainer.Seek(-5000)); pauseAndConfirm(); resume(); AddStep("exit quick", () => Player.Exit()); confirmResumed(); AddAssert("exited", () => !Player.IsCurrentScreen()); } [Test] public void TestPauseAfterFail() { AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed); AddUntilStep("fail overlay shown", () => Player.FailOverlayVisible); confirmClockRunning(false); AddStep("pause via forced pause", () => Player.Pause()); confirmPausedWithNoOverlay(); AddAssert("fail overlay still shown", () => Player.FailOverlayVisible); exitAndConfirm(); } [Test] public void TestExitFromFailedGameplayAfterFailAnimation() { AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed); AddUntilStep("wait for fail overlay shown", () => Player.FailOverlayVisible); confirmClockRunning(false); pauseViaBackAction(); confirmExited(); } [Test] public void TestExitFromFailedGameplayDuringFailAnimation() { AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed); // will finish the fail animation and show the fail/pause screen. pauseViaBackAction(); AddAssert("fail overlay shown", () => Player.FailOverlayVisible); // will actually exit. pauseViaBackAction(); confirmExited(); } [Test] public void TestQuickRetryFromFailedGameplay() { AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed); AddStep("quick retry", () => Player.GameplayClockContainer.ChildrenOfType().First().Action?.Invoke()); confirmExited(); } [Test] public void TestQuickExitFromFailedGameplay() { AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed); exitViaQuickExitAction(); confirmExited(); } [Test] public void TestExitFromGameplay() { // an externally triggered exit should immediately exit, skipping all pause logic. AddStep("exit", () => Player.Exit()); confirmExited(); } [Test] public void TestQuickExitFromGameplay() { exitViaQuickExitAction(); confirmExited(); } [Test] public void TestExitViaHoldToExit() { AddStep("exit", () => { InputManager.MoveMouseTo(Player.HUDOverlay.HoldToQuit.First(c => c is HoldToConfirmContainer)); InputManager.PressButton(MouseButton.Left); }); confirmPaused(); AddStep("release", () => InputManager.ReleaseButton(MouseButton.Left)); exitAndConfirm(); } [Test] public void TestExitFromPause() { pauseAndConfirm(); exitAndConfirm(); } [Test] public void TestRestartAfterResume() { AddStep("seek before gameplay", () => Player.GameplayClockContainer.Seek(-5000)); pauseAndConfirm(); resumeAndConfirm(); restart(); confirmExited(); } [Test] public void TestPauseSoundLoop() { AddStep("seek before gameplay", () => Player.GameplayClockContainer.Seek(-5000)); SkinnableSound getLoop() => Player.ChildrenOfType().FirstOrDefault()?.ChildrenOfType().FirstOrDefault(); pauseAndConfirm(); AddAssert("loop is playing", () => getLoop().IsPlaying); resumeAndConfirm(); AddUntilStep("loop is stopped", () => !getLoop().IsPlaying); AddUntilStep("pause again", () => { Player.Pause(); return !Player.GameplayClockContainer.IsRunning; }); AddAssert("loop is playing", () => getLoop().IsPlaying); resumeAndConfirm(); AddUntilStep("loop is stopped", () => !getLoop().IsPlaying); } private void pauseAndConfirm() { pauseViaBackAction(); confirmPaused(); } private void resumeAndConfirm() { resume(); confirmResumed(); } private void exitAndConfirm() { confirmNotExited(); AddStep("exit", () => Player.Exit()); confirmExited(); confirmNoTrackAdjustments(); } private void confirmPaused() { confirmClockRunning(false); confirmNotExited(); AddAssert("player not failed", () => !Player.GameplayState.HasFailed); AddAssert("pause overlay shown", () => Player.PauseOverlayVisible); } private void confirmResumed() { confirmClockRunning(true); confirmPauseOverlayShown(false); } private void confirmPausedWithNoOverlay() { confirmClockRunning(false); confirmPauseOverlayShown(false); } private void confirmExited() => AddUntilStep("player exited", () => !Player.IsCurrentScreen()); private void confirmNotExited() => AddAssert("player not exited", () => Player.IsCurrentScreen()); private void confirmNoTrackAdjustments() { AddUntilStep("track has no adjustments", () => Beatmap.Value.Track.AggregateFrequency.Value, () => Is.EqualTo(1)); } private void restart() => AddStep("restart", () => Player.Restart()); private void pauseViaBackAction() => AddStep("press escape", () => InputManager.Key(Key.Escape)); private void exitViaQuickExitAction() => AddStep("press ctrl-tilde", () => { InputManager.PressKey(Key.ControlLeft); InputManager.PressKey(Key.Tilde); InputManager.ReleaseKey(Key.Tilde); InputManager.ReleaseKey(Key.ControlLeft); }); private void resume() => AddStep("resume", () => Player.Resume()); private void confirmPauseOverlayShown(bool isShown) => AddAssert("pause overlay " + (isShown ? "shown" : "hidden"), () => Player.PauseOverlayVisible == isShown); private void confirmClockRunning(bool isRunning) => AddUntilStep("clock " + (isRunning ? "running" : "stopped"), () => { bool completed = Player.GameplayClockContainer.IsRunning == isRunning; if (completed) { } return completed; }); protected override bool AllowFail => true; protected override TestPlayer CreatePlayer(Ruleset ruleset) => new PausePlayer(); protected partial class PausePlayer : TestPlayer { public double LastPauseTime { get; private set; } public double LastResumeTime { get; private set; } public bool FailOverlayVisible => FailOverlay.State.Value == Visibility.Visible; public bool PauseOverlayVisible => PauseOverlay.State.Value == Visibility.Visible; public override void OnEntering(ScreenTransitionEvent e) { base.OnEntering(e); GameplayClockContainer.Stop(); } private bool? isRunning; protected override void UpdateAfterChildren() { base.UpdateAfterChildren(); if (GameplayClockContainer.IsRunning != isRunning) { isRunning = GameplayClockContainer.IsRunning; if (isRunning.Value) LastResumeTime = GameplayClockContainer.CurrentTime; else LastPauseTime = GameplayClockContainer.CurrentTime; } } } } }