// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Diagnostics; using System.Linq; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Timing; using osu.Framework.Utils; using osu.Game.Audio; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Beatmaps.Legacy; using osu.Game.Rulesets; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Osu; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.UI; using osu.Game.Storyboards; using osuTK; using osuTK.Input; namespace osu.Game.Tests.Visual.Gameplay { public partial class TestSceneGameplaySampleTriggerSource : PlayerTestScene { private TestGameplaySampleTriggerSource sampleTriggerSource = null!; protected override Ruleset CreatePlayerRuleset() => new OsuRuleset(); private Beatmap beatmap = null!; [Resolved] private AudioManager audio { get; set; } = null!; protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null) => new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audio); protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) { ControlPointInfo controlPointInfo = new LegacyControlPointInfo(); beatmap = new Beatmap { BeatmapInfo = new BeatmapInfo { Difficulty = new BeatmapDifficulty { CircleSize = 6, SliderMultiplier = 3 }, Ruleset = ruleset }, ControlPointInfo = controlPointInfo }; const double start_offset = 8000; const double spacing = 2000; // intentionally start objects a bit late so we can test the case of no alive objects. double t = start_offset; beatmap.HitObjects.AddRange(new HitObject[] { new HitCircle { HitWindows = new HitWindows(), StartTime = t += spacing, Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL) } }, new HitCircle { HitWindows = new HitWindows(), StartTime = t += spacing, Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_WHISTLE) } }, new HitCircle { HitWindows = new HitWindows(), StartTime = t += spacing, Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT) }, }, new HitCircle { HitWindows = new HitWindows(), StartTime = t += spacing, }, new Slider { HitWindows = new HitWindows(), StartTime = t += spacing, Path = new SliderPath(PathType.Linear, new[] { Vector2.Zero, Vector2.UnitY * 200 }), Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_WHISTLE, HitSampleInfo.BANK_SOFT) }, }, }); // Add a change in volume halfway through final slider. controlPointInfo.Add(t, new SampleControlPoint { SampleBank = "normal", SampleVolume = 20, }); return beatmap; } public override void SetUpSteps() { base.SetUpSteps(); AddStep("Add trigger source", () => Player.DrawableRuleset.FrameStableComponents.Add(sampleTriggerSource = new TestGameplaySampleTriggerSource(Player.DrawableRuleset.Playfield.HitObjectContainer))); } [Test] public void TestCorrectHitObject() { waitForAliveObjectIndex(null); checkValidObjectIndex(0); seekBeforeIndex(0); waitForAliveObjectIndex(0); checkValidObjectIndex(0); AddAssert("first object not hit", () => getNextAliveObject()?.Entry?.Result?.HasResult != true); AddStep("hit first object", () => { var next = getNextAliveObject(); if (next != null) { Debug.Assert(next.Entry?.Result?.HasResult != true); InputManager.MoveMouseTo(next.ScreenSpaceDrawQuad.Centre); InputManager.Click(MouseButton.Left); } }); AddAssert("first object hit", () => getNextAliveObject()?.Entry?.Result?.HasResult == true); // next object is too far away, so we still use the already hit object. checkValidObjectIndex(0); // still too far away. seekBeforeIndex(1, 400); checkValidObjectIndex(0); // Still object 1 as it's not hit yet. seekBeforeIndex(1); waitForAliveObjectIndex(1); checkValidObjectIndex(1); seekBeforeIndex(2); waitForAliveObjectIndex(2); checkValidObjectIndex(2); // test rewinding seekBeforeIndex(1); waitForAliveObjectIndex(1); checkValidObjectIndex(1); seekBeforeIndex(1, 400); checkValidObjectIndex(0); seekBeforeIndex(3); waitForAliveObjectIndex(3); checkValidObjectIndex(3); seekBeforeIndex(4); waitForAliveObjectIndex(4); // Even before the object, we should prefer the first nested object's sample. // This is because the (parent) object will only play its sample at the final EndTime. AddAssert("check valid object is slider's first nested", () => sampleTriggerSource.GetMostValidObject(), () => Is.EqualTo(beatmap.HitObjects[4].NestedHitObjects.First())); AddStep("seek to just before slider ends", () => Player.GameplayClockContainer.Seek(beatmap.HitObjects[4].GetEndTime() - 100)); waitForCatchUp(); AddUntilStep("wait until valid object is slider's last nested", () => sampleTriggerSource.GetMostValidObject(), () => Is.EqualTo(beatmap.HitObjects[4].NestedHitObjects.Last())); // After we get far enough away, the samples of the object itself should be used, not any nested object. AddStep("seek to further after slider", () => Player.GameplayClockContainer.Seek(beatmap.HitObjects[4].GetEndTime() + 1000)); waitForCatchUp(); AddUntilStep("wait until valid object is slider itself", () => sampleTriggerSource.GetMostValidObject(), () => Is.EqualTo(beatmap.HitObjects[4])); AddStep("Seek into future", () => Player.GameplayClockContainer.Seek(beatmap.HitObjects.Last().GetEndTime() + 10000)); waitForCatchUp(); waitForAliveObjectIndex(null); checkValidObjectIndex(4); } private void seekBeforeIndex(int index, double amount = 100) { AddStep($"seek to {amount} ms before object {index}", () => Player.GameplayClockContainer.Seek(beatmap.HitObjects[index].StartTime - amount)); waitForCatchUp(); } private void waitForCatchUp() => AddUntilStep("wait for frame stable clock to catch up", () => Precision.AlmostEquals(Player.GameplayClockContainer.CurrentTime, Player.DrawableRuleset.FrameStableClock.CurrentTime)); private void waitForAliveObjectIndex(int? index) { if (index == null) AddUntilStep("wait for no alive objects", getNextAliveObject, () => Is.Null); else AddUntilStep($"wait for next alive to be {index}", () => getNextAliveObject()?.HitObject, () => Is.EqualTo(beatmap.HitObjects[index.Value])); } private void checkValidObjectIndex(int index) => AddAssert($"check object at index {index} is correct", () => sampleTriggerSource.GetMostValidObject(), () => Is.EqualTo(beatmap.HitObjects[index])); private DrawableHitObject? getNextAliveObject() => Player.DrawableRuleset.Playfield.HitObjectContainer.AliveObjects.FirstOrDefault(); [Test] public void TestSampleTriggering() { AddRepeatStep("trigger sample", () => sampleTriggerSource.Play(), 10); } public partial class TestGameplaySampleTriggerSource : GameplaySampleTriggerSource { public TestGameplaySampleTriggerSource(HitObjectContainer hitObjectContainer) : base(hitObjectContainer) { } public new HitObject? GetMostValidObject() => base.GetMostValidObject(); } } }