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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestScenePause.cs
Dean Herbert 062a6fcc18 Fix failing large offset test
If we are going to continue to let the underlying clock process frames,
there needs to be a bit of lenience to allow the backwards seek on
resume (to play back over the freq ramp period).

The test is meant to be ensuring we don't skip the full offset amount,
so div10 seems pretty safe.
2022-08-30 01:21:55 +09:00

437 lines
14 KiB
C#

// 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.
#nullable disable
using System.Linq;
using NUnit.Framework;
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 class TestScenePause : OsuPlayerTestScene
{
protected new PausePlayer Player => (PausePlayer)base.Player;
private readonly Container content;
protected override Container<Drawable> Content => content;
public TestScenePause()
{
base.Content.Add(content = new GlobalCursorDisplay { RelativeSizeAxes = Axes.Both });
}
[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<double>(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<HoldToConfirmContainer>().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);
pauseFromUserExitKey();
confirmExited();
}
[Test]
public void TestUserPauseDuringCooldownTooSoon()
{
AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10)));
pauseAndConfirm();
resume();
pauseFromUserExitKey();
confirmResumed();
confirmNotExited();
}
[Test]
public void TestQuickExitDuringCooldownTooSoon()
{
AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10)));
pauseAndConfirm();
resume();
AddStep("pause via exit key", () => Player.ExitViaQuickExit());
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);
AddStep("exit via user pause", () => Player.ExitViaPause());
confirmExited();
}
[Test]
public void TestExitFromFailedGameplayDuringFailAnimation()
{
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
// will finish the fail animation and show the fail/pause screen.
AddStep("attempt exit via pause key", () => Player.ExitViaPause());
AddAssert("fail overlay shown", () => Player.FailOverlayVisible);
// will actually exit.
AddStep("exit via pause key", () => Player.ExitViaPause());
confirmExited();
}
[Test]
public void TestQuickRetryFromFailedGameplay()
{
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
AddStep("quick retry", () => Player.GameplayClockContainer.ChildrenOfType<HotkeyRetryOverlay>().First().Action?.Invoke());
confirmExited();
}
[Test]
public void TestQuickExitFromFailedGameplay()
{
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
AddStep("quick exit", () => Player.GameplayClockContainer.ChildrenOfType<HotkeyExitOverlay>().First().Action?.Invoke());
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()
{
AddStep("quick exit", () => Player.GameplayClockContainer.ChildrenOfType<HotkeyExitOverlay>().First().Action?.Invoke());
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<PauseOverlay>().FirstOrDefault()?.ChildrenOfType<SkinnableSound>().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()
{
pauseFromUserExitKey();
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()
{
AddAssert("track has no adjustments", () => Beatmap.Value.Track.AggregateFrequency.Value == 1);
}
private void restart() => AddStep("restart", () => Player.Restart());
private void pauseFromUserExitKey() => AddStep("user pause", () => Player.ExitViaPause());
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 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 void ExitViaPause() => PerformExit(true);
public void ExitViaQuickExit() => PerformExit(false);
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;
}
}
}
}
}