// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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 System.Threading.Tasks; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Utils; using osu.Framework.Screens; using osu.Game.Configuration; using osu.Game.Graphics.Containers; using osu.Game.Overlays; using osu.Game.Overlays.Notifications; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Osu; using osu.Game.Rulesets.Osu.Mods; using osu.Game.Rulesets.Scoring; using osu.Game.Scoring; using osu.Game.Screens; using osu.Game.Screens.Play; using osu.Game.Screens.Play.PlayerSettings; using osuTK.Input; namespace osu.Game.Tests.Visual.Gameplay { public class TestScenePlayerLoader : ManualInputManagerTestScene { private TestPlayerLoader loader; private TestPlayerLoaderContainer container; private TestPlayer player; [Resolved] private AudioManager audioManager { get; set; } [Resolved] private SessionStatics sessionStatics { get; set; } /// <summary> /// Sets the input manager child to a new test player loader container instance. /// </summary> /// <param name="interactive">If the test player should behave like the production one.</param> /// <param name="beforeLoadAction">An action to run before player load but after bindable leases are returned.</param> /// <param name="afterLoadAction">An action to run after container load.</param> public void ResetPlayer(bool interactive, Action beforeLoadAction = null, Action afterLoadAction = null) { audioManager.Volume.SetDefault(); InputManager.Clear(); beforeLoadAction?.Invoke(); Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo); foreach (var mod in SelectedMods.Value.OfType<IApplicableToTrack>()) mod.ApplyToTrack(Beatmap.Value.Track); InputManager.Child = container = new TestPlayerLoaderContainer( loader = new TestPlayerLoader(() => { afterLoadAction?.Invoke(); return player = new TestPlayer(interactive, interactive); })); } /// <summary> /// When <see cref="PlayerLoader"/> exits early, it has to wait for the player load task /// to complete before running disposal on player. This previously caused an issue where mod /// speed adjustments were undone too late, causing cross-screen pollution. /// </summary> [Test] public void TestEarlyExit() { AddStep("load dummy beatmap", () => ResetPlayer(false, () => SelectedMods.Value = new[] { new OsuModNightcore() })); AddUntilStep("wait for current", () => loader.IsCurrentScreen()); AddAssert("mod rate applied", () => Beatmap.Value.Track.Rate != 1); AddStep("exit loader", () => loader.Exit()); AddUntilStep("wait for not current", () => !loader.IsCurrentScreen()); AddAssert("player did not load", () => !player.IsLoaded); AddUntilStep("player disposed", () => loader.DisposalTask?.IsCompleted == true); AddAssert("mod rate still applied", () => Beatmap.Value.Track.Rate != 1); } [Test] public void TestBlockLoadViaMouseMovement() { AddStep("load dummy beatmap", () => ResetPlayer(false)); AddUntilStep("wait for current", () => loader.IsCurrentScreen()); AddUntilStep("wait for load ready", () => { moveMouse(); return player.LoadState == LoadState.Ready; }); AddRepeatStep("move mouse", moveMouse, 20); AddAssert("loader still active", () => loader.IsCurrentScreen()); AddUntilStep("loads after idle", () => !loader.IsCurrentScreen()); void moveMouse() { InputManager.MoveMouseTo( loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft + (loader.VisualSettings.ScreenSpaceDrawQuad.BottomRight - loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft) * RNG.NextSingle()); } } [Test] public void TestBlockLoadViaFocus() { OsuFocusedOverlayContainer overlay = null; AddStep("load dummy beatmap", () => ResetPlayer(false)); AddUntilStep("wait for current", () => loader.IsCurrentScreen()); AddStep("show focused overlay", () => { container.Add(overlay = new ChangelogOverlay { State = { Value = Visibility.Visible } }); }); AddUntilStep("overlay visible", () => overlay.IsPresent); AddUntilStep("wait for load ready", () => player.LoadState == LoadState.Ready); AddRepeatStep("twiddle thumbs", () => { }, 20); AddAssert("loader still active", () => loader.IsCurrentScreen()); AddStep("hide overlay", () => overlay.Hide()); AddUntilStep("loads after idle", () => !loader.IsCurrentScreen()); } [Test] public void TestLoadContinuation() { SlowLoadPlayer slowPlayer = null; AddStep("load dummy beatmap", () => ResetPlayer(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", () => { InputManager.Child = container = new TestPlayerLoaderContainer( loader = new TestPlayerLoader(() => slowPlayer = new SlowLoadPlayer(false, false))); Scheduler.AddDelayed(() => slowPlayer.AllowLoad.Set(), 5000); }); AddUntilStep("wait for player to be current", () => slowPlayer.IsCurrentScreen()); } [Test] public void TestModReinstantiation() { TestMod gameMod = null; TestMod playerMod1 = null; TestMod playerMod2 = null; AddStep("load player", () => { ResetPlayer(true, () => SelectedMods.Value = new[] { gameMod = new TestMod() }); }); 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); } [Test] public void TestModDisplayChanges() { var testMod = new TestMod(); AddStep("load player", () => ResetPlayer(true)); AddUntilStep("wait for loader to become current", () => loader.IsCurrentScreen()); AddStep("set test mod in loader", () => loader.Mods.Value = new[] { testMod }); AddAssert("test mod is displayed", () => (TestMod)loader.DisplayedMods.Single() == testMod); } [Test] public void TestMutedNotificationMasterVolume() { addVolumeSteps("master volume", () => audioManager.Volume.Value = 0, null, () => audioManager.Volume.IsDefault); } [Test] public void TestMutedNotificationTrackVolume() { addVolumeSteps("music volume", () => audioManager.VolumeTrack.Value = 0, null, () => audioManager.VolumeTrack.IsDefault); } [Test] public void TestMutedNotificationMuteButton() { addVolumeSteps("mute button", null, () => container.VolumeOverlay.IsMuted.Value = true, () => !container.VolumeOverlay.IsMuted.Value); } /// <remarks> /// Created for avoiding copy pasting code for the same steps. /// </remarks> /// <param name="volumeName">What part of the volume system is checked</param> /// <param name="beforeLoad">The action to be invoked to set the volume before loading</param> /// <param name="afterLoad">The action to be invoked to set the volume after loading</param> /// <param name="assert">The function to be invoked and checked</param> private void addVolumeSteps(string volumeName, Action beforeLoad, Action afterLoad, Func<bool> assert) { AddStep("reset notification lock", () => sessionStatics.GetBindable<bool>(Static.MutedAudioNotificationShownOnce).Value = false); AddStep("load player", () => ResetPlayer(false, beforeLoad, afterLoad)); AddUntilStep("wait for player", () => player.LoadState == LoadState.Ready); AddAssert("check for notification", () => container.NotificationOverlay.UnreadCount.Value == 1); AddStep("click notification", () => { var scrollContainer = (OsuScrollContainer)container.NotificationOverlay.Children.Last(); var flowContainer = scrollContainer.Children.OfType<FillFlowContainer<NotificationSection>>().First(); var notification = flowContainer.First(); InputManager.MoveMouseTo(notification); InputManager.Click(MouseButton.Left); }); AddAssert("check " + volumeName, assert); AddUntilStep("wait for player load", () => player.IsLoaded); } private class TestPlayerLoaderContainer : Container { [Cached] public readonly NotificationOverlay NotificationOverlay; [Cached] public readonly VolumeOverlay VolumeOverlay; public TestPlayerLoaderContainer(IScreen screen) { RelativeSizeAxes = Axes.Both; OsuScreenStack stack; InternalChildren = new Drawable[] { stack = new OsuScreenStack { RelativeSizeAxes = Axes.Both, }, NotificationOverlay = new NotificationOverlay { Anchor = Anchor.TopRight, Origin = Anchor.TopRight, }, VolumeOverlay = new VolumeOverlay { Anchor = Anchor.TopLeft, Origin = Anchor.TopLeft, } }; stack.Push(screen); } } private class TestPlayerLoader : PlayerLoader { public new VisualSettings VisualSettings => base.VisualSettings; public new Task DisposalTask => base.DisposalTask; public IReadOnlyList<Mod> DisplayedMods => MetadataInfo.Mods.Value; public TestPlayerLoader(Func<Player> createPlayer) : base(createPlayer) { } } 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<IReadOnlyList<Mod>> 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(); } } } }