// 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 System.Threading; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Screens; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Osu; using osu.Game.Rulesets.Scoring; using osu.Game.Scoring; using osu.Game.Screens; using osu.Game.Screens.Play; using osu.Game.Tests.Beatmaps; namespace osu.Game.Tests.Visual.Gameplay { public class TestScenePlayerLoader : ManualInputManagerTestScene { private PlayerLoader loader; private OsuScreenStack stack; [SetUp] public void Setup() => Schedule(() => { InputManager.Child = stack = new OsuScreenStack { RelativeSizeAxes = Axes.Both }; Beatmap.Value = new TestWorkingBeatmap(new TestBeatmap(new OsuRuleset().RulesetInfo), Clock); }); [Test] public void TestLoadContinuation() { Player player = null; SlowLoadPlayer slowPlayer = null; AddStep("load dummy beatmap", () => stack.Push(loader = new PlayerLoader(() => player = new TestPlayer(false, false)))); AddUntilStep("wait for current", () => loader.IsCurrentScreen()); AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre)); AddUntilStep("wait for player to be current", () => player.IsCurrentScreen()); AddStep("load slow dummy beatmap", () => { stack.Push(loader = new PlayerLoader(() => slowPlayer = new SlowLoadPlayer(false, false))); Scheduler.AddDelayed(() => slowPlayer.AllowLoad.Set(), 5000); }); AddUntilStep("wait for player to be current", () => slowPlayer.IsCurrentScreen()); } [Test] public void TestModReinstantiation() { TestPlayer player = null; TestMod gameMod = null; TestMod playerMod1 = null; TestMod playerMod2 = null; AddStep("load player", () => { Mods.Value = new[] { gameMod = new TestMod() }; stack.Push(loader = new PlayerLoader(() => player = new TestPlayer())); }); AddUntilStep("wait for loader to become current", () => loader.IsCurrentScreen()); AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre)); AddUntilStep("wait for player to be current", () => player.IsCurrentScreen()); AddStep("retrieve mods", () => playerMod1 = (TestMod)player.Mods.Value.Single()); AddAssert("game mods not applied", () => gameMod.Applied == false); AddAssert("player mods applied", () => playerMod1.Applied); AddStep("restart player", () => { var lastPlayer = player; player = null; lastPlayer.Restart(); }); AddUntilStep("wait for player to be current", () => player.IsCurrentScreen()); AddStep("retrieve mods", () => playerMod2 = (TestMod)player.Mods.Value.Single()); AddAssert("game mods not applied", () => gameMod.Applied == false); AddAssert("player has different mods", () => playerMod1 != playerMod2); AddAssert("player mods applied", () => playerMod2.Applied); } private class TestMod : Mod, IApplicableToScoreProcessor { public override string Name => string.Empty; public override string Acronym => string.Empty; public override double ScoreMultiplier => 1; public bool Applied { get; private set; } public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor) { Applied = true; } public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank; } private class TestPlayer : Visual.TestPlayer { public new Bindable> Mods => base.Mods; public TestPlayer(bool allowPause = true, bool showResults = true) : base(allowPause, showResults) { } } protected class SlowLoadPlayer : Visual.TestPlayer { public readonly ManualResetEventSlim AllowLoad = new ManualResetEventSlim(false); public SlowLoadPlayer(bool allowPause = true, bool showResults = true) : base(allowPause, showResults) { } [BackgroundDependencyLoader] private void load() { if (!AllowLoad.Wait(TimeSpan.FromSeconds(10))) throw new TimeoutException(); } } } }