// 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.Audio; using osu.Framework.Utils; using osu.Framework.Timing; using osu.Game.Beatmaps; using osu.Game.Rulesets; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Storyboards; using osuTK; namespace osu.Game.Tests.Visual.Gameplay { public class TestSceneGameplayRewinding : OsuPlayerTestScene { [Resolved] private AudioManager audioManager { get; set; } protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null) => new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager); [Test] public void TestNoJudgementsOnRewind() { AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning); addSeekStep(3000); AddAssert("all judged", () => Player.DrawableRuleset.Playfield.AllHitObjects.All(h => h.Judged)); AddUntilStep("key counter counted keys", () => Player.HUDOverlay.KeyCounter.Children.Select(kc => kc.CountPresses).Sum() == 15); AddStep("clear results", () => Player.Results.Clear()); addSeekStep(0); AddAssert("none judged", () => Player.DrawableRuleset.Playfield.AllHitObjects.All(h => !h.Judged)); AddUntilStep("key counters reset", () => Player.HUDOverlay.KeyCounter.Children.All(kc => kc.CountPresses == 0)); AddAssert("no results triggered", () => Player.Results.Count == 0); } private void addSeekStep(double time) { AddStep($"seek to {time}", () => Beatmap.Value.Track.Seek(time)); // Allow a few frames of lenience AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(time, Player.DrawableRuleset.FrameStableClock.CurrentTime, 100)); } protected override TestPlayer CreatePlayer(Ruleset ruleset) { SelectedMods.Value = SelectedMods.Value.Concat(new[] { ruleset.GetAutoplayMod() }).ToArray(); return base.CreatePlayer(ruleset); } protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) { var beatmap = new Beatmap { Difficulty = { ApproachRate = 9 }, }; for (int i = 0; i < 15; i++) { beatmap.HitObjects.Add(new HitCircle { Position = new Vector2(256, 192), StartTime = 1000 + 30 * i }); } return beatmap; } } }