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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneGameplaySampleTriggerSource.cs
Dean Herbert 9321ec29dc Update slider sample source asserts to match expected behaviour
As pointed out in review, if the current time is after the end of the
slider, the correct hit object to use for sample retrieval is the object
itself, not any nested object.
2023-02-21 14:04:38 +09:00

213 lines
8.2 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.
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.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
{
StartTime = t += spacing,
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL) }
},
new HitCircle
{
StartTime = t += spacing,
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_WHISTLE) }
},
new HitCircle
{
StartTime = t += spacing,
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL) },
SampleControlPoint = new SampleControlPoint { SampleBank = "soft" },
},
new HitCircle
{
StartTime = t += spacing,
},
new Slider
{
StartTime = t += spacing,
Path = new SliderPath(PathType.Linear, new[] { Vector2.Zero, Vector2.UnitY * 200 }),
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_WHISTLE) },
SampleControlPoint = new SampleControlPoint { SampleBank = "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.HUDOverlay.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);
checkValidObjectIndex(1);
// Still object 1 as it's not hit yet.
seekBeforeIndex(1);
waitForAliveObjectIndex(1);
checkValidObjectIndex(1);
seekBeforeIndex(2);
waitForAliveObjectIndex(2);
checkValidObjectIndex(2);
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", () => Beatmap.Value.Track.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", () => Beatmap.Value.Track.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", () => Beatmap.Value.Track.Seek(beatmap.HitObjects.Last().GetEndTime() + 10000));
waitForCatchUp();
waitForAliveObjectIndex(null);
checkValidObjectIndex(4);
}
private void seekBeforeIndex(int index)
{
AddStep($"seek to just before object {index}", () => Beatmap.Value.Track.Seek(beatmap.HitObjects[index].StartTime - 100));
waitForCatchUp();
}
private void waitForCatchUp() =>
AddUntilStep("wait for frame stable clock to catch up", () => Precision.AlmostEquals(Beatmap.Value.Track.CurrentTime, Player.DrawableRuleset.FrameStableClock.CurrentTime));
private void waitForAliveObjectIndex(int? index)
{
if (index == null)
AddUntilStep("wait for no alive objects", getNextAliveObject, () => Is.Null);
else
AddUntilStep($"wait for next alive to be {index}", () => getNextAliveObject()?.HitObject, () => Is.EqualTo(beatmap.HitObjects[index.Value]));
}
private void checkValidObjectIndex(int index) =>
AddAssert($"check valid object is {index}", () => 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();
}
}
}