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327 lines
13 KiB
C#
327 lines
13 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Utils;
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using osu.Framework.Screens;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Containers;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Screens;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.PlayerSettings;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestScenePlayerLoader : ManualInputManagerTestScene
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{
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private TestPlayerLoader loader;
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private TestPlayerLoaderContainer container;
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private TestPlayer player;
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[Resolved]
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private AudioManager audioManager { get; set; }
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[Resolved]
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private SessionStatics sessionStatics { get; set; }
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/// <summary>
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/// Sets the input manager child to a new test player loader container instance.
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/// </summary>
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/// <param name="interactive">If the test player should behave like the production one.</param>
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/// <param name="beforeLoadAction">An action to run before player load but after bindable leases are returned.</param>
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/// <param name="afterLoadAction">An action to run after container load.</param>
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public void ResetPlayer(bool interactive, Action beforeLoadAction = null, Action afterLoadAction = null)
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{
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audioManager.Volume.SetDefault();
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InputManager.Clear();
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beforeLoadAction?.Invoke();
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Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
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foreach (var mod in SelectedMods.Value.OfType<IApplicableToTrack>())
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mod.ApplyToTrack(Beatmap.Value.Track);
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InputManager.Child = container = new TestPlayerLoaderContainer(
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loader = new TestPlayerLoader(() =>
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{
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afterLoadAction?.Invoke();
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return player = new TestPlayer(interactive, interactive);
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}));
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}
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/// <summary>
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/// When <see cref="PlayerLoader"/> exits early, it has to wait for the player load task
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/// to complete before running disposal on player. This previously caused an issue where mod
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/// speed adjustments were undone too late, causing cross-screen pollution.
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/// </summary>
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[Test]
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public void TestEarlyExit()
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{
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AddStep("load dummy beatmap", () => ResetPlayer(false, () => SelectedMods.Value = new[] { new OsuModNightcore() }));
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AddUntilStep("wait for current", () => loader.IsCurrentScreen());
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AddAssert("mod rate applied", () => Beatmap.Value.Track.Rate != 1);
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AddStep("exit loader", () => loader.Exit());
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AddUntilStep("wait for not current", () => !loader.IsCurrentScreen());
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AddAssert("player did not load", () => !player.IsLoaded);
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AddUntilStep("player disposed", () => loader.DisposalTask?.IsCompleted == true);
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AddAssert("mod rate still applied", () => Beatmap.Value.Track.Rate != 1);
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}
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[Test]
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public void TestBlockLoadViaMouseMovement()
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{
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AddStep("load dummy beatmap", () => ResetPlayer(false));
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AddUntilStep("wait for current", () => loader.IsCurrentScreen());
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AddUntilStep("wait for load ready", () =>
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{
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moveMouse();
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return player.LoadState == LoadState.Ready;
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});
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AddRepeatStep("move mouse", moveMouse, 20);
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AddAssert("loader still active", () => loader.IsCurrentScreen());
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AddUntilStep("loads after idle", () => !loader.IsCurrentScreen());
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void moveMouse()
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{
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InputManager.MoveMouseTo(
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loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft
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+ (loader.VisualSettings.ScreenSpaceDrawQuad.BottomRight - loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft)
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* RNG.NextSingle());
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}
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}
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[Test]
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public void TestBlockLoadViaFocus()
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{
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OsuFocusedOverlayContainer overlay = null;
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AddStep("load dummy beatmap", () => ResetPlayer(false));
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AddUntilStep("wait for current", () => loader.IsCurrentScreen());
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AddStep("show focused overlay", () => { container.Add(overlay = new ChangelogOverlay { State = { Value = Visibility.Visible } }); });
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AddUntilStep("overlay visible", () => overlay.IsPresent);
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AddUntilStep("wait for load ready", () => player.LoadState == LoadState.Ready);
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AddRepeatStep("twiddle thumbs", () => { }, 20);
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AddAssert("loader still active", () => loader.IsCurrentScreen());
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AddStep("hide overlay", () => overlay.Hide());
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AddUntilStep("loads after idle", () => !loader.IsCurrentScreen());
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}
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[Test]
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public void TestLoadContinuation()
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{
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SlowLoadPlayer slowPlayer = null;
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AddStep("load dummy beatmap", () => ResetPlayer(false));
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AddUntilStep("wait for current", () => loader.IsCurrentScreen());
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AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
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AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
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AddStep("load slow dummy beatmap", () =>
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{
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InputManager.Child = container = new TestPlayerLoaderContainer(
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loader = new TestPlayerLoader(() => slowPlayer = new SlowLoadPlayer(false, false)));
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Scheduler.AddDelayed(() => slowPlayer.AllowLoad.Set(), 5000);
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});
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AddUntilStep("wait for player to be current", () => slowPlayer.IsCurrentScreen());
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}
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[Test]
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public void TestModReinstantiation()
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{
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TestMod gameMod = null;
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TestMod playerMod1 = null;
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TestMod playerMod2 = null;
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AddStep("load player", () => { ResetPlayer(true, () => SelectedMods.Value = new[] { gameMod = new TestMod() }); });
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AddUntilStep("wait for loader to become current", () => loader.IsCurrentScreen());
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AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
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AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
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AddStep("retrieve mods", () => playerMod1 = (TestMod)player.Mods.Value.Single());
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AddAssert("game mods not applied", () => gameMod.Applied == false);
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AddAssert("player mods applied", () => playerMod1.Applied);
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AddStep("restart player", () =>
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{
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var lastPlayer = player;
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player = null;
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lastPlayer.Restart();
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});
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AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
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AddStep("retrieve mods", () => playerMod2 = (TestMod)player.Mods.Value.Single());
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AddAssert("game mods not applied", () => gameMod.Applied == false);
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AddAssert("player has different mods", () => playerMod1 != playerMod2);
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AddAssert("player mods applied", () => playerMod2.Applied);
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}
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[Test]
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public void TestModDisplayChanges()
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{
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var testMod = new TestMod();
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AddStep("load player", () => ResetPlayer(true));
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AddUntilStep("wait for loader to become current", () => loader.IsCurrentScreen());
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AddStep("set test mod in loader", () => loader.Mods.Value = new[] { testMod });
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AddAssert("test mod is displayed", () => (TestMod)loader.DisplayedMods.Single() == testMod);
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}
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[Test]
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public void TestMutedNotificationMasterVolume()
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{
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addVolumeSteps("master volume", () => audioManager.Volume.Value = 0, null, () => audioManager.Volume.IsDefault);
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}
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[Test]
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public void TestMutedNotificationTrackVolume()
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{
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addVolumeSteps("music volume", () => audioManager.VolumeTrack.Value = 0, null, () => audioManager.VolumeTrack.IsDefault);
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}
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[Test]
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public void TestMutedNotificationMuteButton()
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{
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addVolumeSteps("mute button", null, () => container.VolumeOverlay.IsMuted.Value = true, () => !container.VolumeOverlay.IsMuted.Value);
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}
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/// <remarks>
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/// Created for avoiding copy pasting code for the same steps.
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/// </remarks>
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/// <param name="volumeName">What part of the volume system is checked</param>
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/// <param name="beforeLoad">The action to be invoked to set the volume before loading</param>
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/// <param name="afterLoad">The action to be invoked to set the volume after loading</param>
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/// <param name="assert">The function to be invoked and checked</param>
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private void addVolumeSteps(string volumeName, Action beforeLoad, Action afterLoad, Func<bool> assert)
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{
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AddStep("reset notification lock", () => sessionStatics.GetBindable<bool>(Static.MutedAudioNotificationShownOnce).Value = false);
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AddStep("load player", () => ResetPlayer(false, beforeLoad, afterLoad));
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AddUntilStep("wait for player", () => player.LoadState == LoadState.Ready);
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AddAssert("check for notification", () => container.NotificationOverlay.UnreadCount.Value == 1);
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AddStep("click notification", () =>
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{
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var scrollContainer = (OsuScrollContainer)container.NotificationOverlay.Children.Last();
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var flowContainer = scrollContainer.Children.OfType<FillFlowContainer<NotificationSection>>().First();
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var notification = flowContainer.First();
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InputManager.MoveMouseTo(notification);
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InputManager.Click(MouseButton.Left);
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});
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AddAssert("check " + volumeName, assert);
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AddUntilStep("wait for player load", () => player.IsLoaded);
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}
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private class TestPlayerLoaderContainer : Container
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{
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[Cached]
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public readonly NotificationOverlay NotificationOverlay;
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[Cached]
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public readonly VolumeOverlay VolumeOverlay;
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public TestPlayerLoaderContainer(IScreen screen)
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{
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RelativeSizeAxes = Axes.Both;
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OsuScreenStack stack;
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InternalChildren = new Drawable[]
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{
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stack = new OsuScreenStack
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{
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RelativeSizeAxes = Axes.Both,
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},
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NotificationOverlay = new NotificationOverlay
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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},
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VolumeOverlay = new VolumeOverlay
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{
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Anchor = Anchor.TopLeft,
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Origin = Anchor.TopLeft,
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}
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};
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stack.Push(screen);
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}
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}
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private class TestPlayerLoader : PlayerLoader
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{
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public new VisualSettings VisualSettings => base.VisualSettings;
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public new Task DisposalTask => base.DisposalTask;
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public IReadOnlyList<Mod> DisplayedMods => MetadataInfo.Mods.Value;
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public TestPlayerLoader(Func<Player> createPlayer)
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: base(createPlayer)
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{
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}
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}
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private class TestMod : Mod, IApplicableToScoreProcessor
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{
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public override string Name => string.Empty;
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public override string Acronym => string.Empty;
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public override double ScoreMultiplier => 1;
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public bool Applied { get; private set; }
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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{
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Applied = true;
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}
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public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
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}
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protected class SlowLoadPlayer : TestPlayer
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{
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public readonly ManualResetEventSlim AllowLoad = new ManualResetEventSlim(false);
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public SlowLoadPlayer(bool allowPause = true, bool showResults = true)
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: base(allowPause, showResults)
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{
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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if (!AllowLoad.Wait(TimeSpan.FromSeconds(10)))
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throw new TimeoutException();
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}
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}
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}
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}
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