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527 lines
20 KiB
C#
527 lines
20 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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#nullable disable
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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.Localisation;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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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.Play;
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using osu.Game.Screens.Play.PlayerSettings;
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using osu.Game.Utils;
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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 : ScreenTestScene
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{
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private TestPlayerLoader loader;
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private TestPlayer player;
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private bool epilepsyWarning;
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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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[Cached(typeof(INotificationOverlay))]
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private readonly NotificationOverlay notificationOverlay;
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[Cached]
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private readonly VolumeOverlay volumeOverlay;
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[Cached(typeof(BatteryInfo))]
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private readonly LocalBatteryInfo batteryInfo = new LocalBatteryInfo();
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private readonly ChangelogOverlay changelogOverlay;
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private double savedTrackVolume;
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private double savedMasterVolume;
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private bool savedMutedState;
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public TestScenePlayerLoader()
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{
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AddRange(new Drawable[]
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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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changelogOverlay = new ChangelogOverlay()
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});
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}
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[SetUp]
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public void Setup() => Schedule(() => player = null);
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[SetUpSteps]
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddStep("read all notifications", () =>
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{
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notificationOverlay.Show();
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notificationOverlay.Hide();
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});
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AddUntilStep("wait for no notifications", () => notificationOverlay.UnreadCount.Value, () => Is.EqualTo(0));
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}
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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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private void resetPlayer(bool interactive, Action beforeLoadAction = null)
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{
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beforeLoadAction?.Invoke();
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prepareBeatmap();
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LoadScreen(loader = new TestPlayerLoader(() => player = new TestPlayer(interactive, interactive)));
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}
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private void prepareBeatmap()
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{
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var workingBeatmap = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
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// Add intro time to test quick retry skipping (TestQuickRetry).
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workingBeatmap.BeatmapInfo.AudioLeadIn = 60000;
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// Turn on epilepsy warning to test warning display (TestEpilepsyWarning).
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workingBeatmap.BeatmapInfo.EpilepsyWarning = epilepsyWarning;
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Beatmap.Value = workingBeatmap;
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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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}
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[Test]
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public void TestEarlyExitBeforePlayerConstruction()
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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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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 == null);
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AddUntilStep("player disposed", () => loader.DisposalTask == null);
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AddAssert("mod rate still applied", () => Beatmap.Value.Track.Rate != 1);
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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 TestEarlyExitAfterPlayerConstruction()
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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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AddUntilStep("wait for non-null player", () => player != null);
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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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notificationOverlay.State.Value = Visibility.Hidden;
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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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AddStep("load dummy beatmap", () => resetPlayer(false));
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AddUntilStep("wait for current", () => loader.IsCurrentScreen());
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AddStep("show focused overlay", () => changelogOverlay.Show());
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AddUntilStep("overlay visible", () => changelogOverlay.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", () => changelogOverlay.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 slow dummy beatmap", () =>
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{
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prepareBeatmap();
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slowPlayer = new SlowLoadPlayer(false, false);
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LoadScreen(loader = new TestPlayerLoader(() => slowPlayer));
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});
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AddStep("schedule slow load", () => Scheduler.AddDelayed(() => slowPlayer.AllowLoad.Set(), 5000));
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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.GameplayState.Mods.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.GameplayState.Mods.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, () => audioManager.Volume.Value == 0.5);
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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, () => audioManager.VolumeTrack.Value == 0.5);
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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", () =>
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{
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// Importantly, in the case the volume is muted but the user has a volume level set, it should be retained.
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audioManager.VolumeTrack.Value = 0.5f;
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volumeOverlay.IsMuted.Value = true;
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}, () => !volumeOverlay.IsMuted.Value && audioManager.VolumeTrack.Value == 0.5f);
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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="assert">The function to be invoked and checked</param>
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private void addVolumeSteps(string volumeName, Action beforeLoad, 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));
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AddUntilStep("wait for player", () => player?.LoadState == LoadState.Ready);
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saveVolumes();
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AddAssert("check for notification", () => notificationOverlay.UnreadCount.Value, () => Is.EqualTo(1));
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clickNotification();
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AddAssert("check " + volumeName, assert);
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restoreVolumes();
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AddUntilStep("wait for player load", () => player.IsLoaded);
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}
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[TestCase(true)]
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[TestCase(false)]
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public void TestEpilepsyWarning(bool warning)
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{
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saveVolumes();
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setFullVolume();
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AddStep("change epilepsy warning", () => epilepsyWarning = warning);
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AddStep("load dummy beatmap", () => resetPlayer(false));
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AddUntilStep("wait for current", () => loader.IsCurrentScreen());
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AddAssert($"epilepsy warning {(warning ? "present" : "absent")}", () => (getWarning() != null) == warning);
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if (warning)
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{
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AddUntilStep("sound volume decreased", () => Beatmap.Value.Track.AggregateVolume.Value == 0.25);
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AddUntilStep("sound volume restored", () => Beatmap.Value.Track.AggregateVolume.Value == 1);
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}
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restoreVolumes();
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}
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[Test]
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public void TestEpilepsyWarningEarlyExit()
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{
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saveVolumes();
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setFullVolume();
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AddStep("set epilepsy warning", () => epilepsyWarning = true);
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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 epilepsy warning", () => getWarning().Alpha > 0);
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AddUntilStep("warning is shown", () => getWarning().State.Value == Visibility.Visible);
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AddStep("exit early", () => loader.Exit());
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AddUntilStep("warning is hidden", () => getWarning().State.Value == Visibility.Hidden);
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AddUntilStep("sound volume restored", () => Beatmap.Value.Track.AggregateVolume.Value == 1);
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restoreVolumes();
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}
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[TestCase(true, 1.0, false)] // on battery, above cutoff --> no warning
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[TestCase(false, 0.1, false)] // not on battery, below cutoff --> no warning
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[TestCase(true, 0.25, true)] // on battery, at cutoff --> warning
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[TestCase(true, null, false)] // on battery, level unknown --> no warning
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public void TestLowBatteryNotification(bool onBattery, double? chargeLevel, bool shouldWarn)
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{
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AddStep("reset notification lock", () => sessionStatics.GetBindable<bool>(Static.LowBatteryNotificationShownOnce).Value = false);
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// set charge status and level
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AddStep("load player", () => resetPlayer(false, () =>
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{
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batteryInfo.SetOnBattery(onBattery);
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batteryInfo.SetChargeLevel(chargeLevel);
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}));
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AddUntilStep("wait for player", () => player?.LoadState == LoadState.Ready);
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if (shouldWarn)
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clickNotification();
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else
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AddAssert("notification not triggered", () => notificationOverlay.UnreadCount.Value == 0);
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AddUntilStep("wait for player load", () => player.IsLoaded);
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}
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private void restoreVolumes()
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{
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AddStep("restore previous volumes", () =>
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{
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audioManager.VolumeTrack.Value = savedTrackVolume;
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audioManager.Volume.Value = savedMasterVolume;
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volumeOverlay.IsMuted.Value = savedMutedState;
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});
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}
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private void setFullVolume()
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{
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AddStep("set volumes to 100%", () =>
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{
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audioManager.VolumeTrack.Value = 1;
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audioManager.Volume.Value = 1;
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volumeOverlay.IsMuted.Value = false;
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});
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}
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private void saveVolumes()
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{
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AddStep("save previous volumes", () =>
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{
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savedTrackVolume = audioManager.VolumeTrack.Value;
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savedMasterVolume = audioManager.Volume.Value;
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savedMutedState = volumeOverlay.IsMuted.Value;
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});
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}
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[Test]
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public void TestQuickRetry()
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{
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TestPlayer getCurrentPlayer() => loader.CurrentPlayer as TestPlayer;
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bool checkSkipButtonVisible() => player.ChildrenOfType<SkipOverlay>().FirstOrDefault()?.IsButtonVisible == true;
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TestPlayer previousPlayer = null;
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AddStep("load dummy beatmap", () => resetPlayer(false));
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AddUntilStep("wait for current", () => getCurrentPlayer()?.IsCurrentScreen() == true);
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AddStep("store previous player", () => previousPlayer = getCurrentPlayer());
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AddStep("Restart map normally", () => getCurrentPlayer().Restart());
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AddUntilStep("wait for load", () => getCurrentPlayer()?.LoadedBeatmapSuccessfully == true);
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AddUntilStep("restart completed", () => getCurrentPlayer() != null && getCurrentPlayer() != previousPlayer);
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AddStep("store previous player", () => previousPlayer = getCurrentPlayer());
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AddUntilStep("skip button visible", checkSkipButtonVisible);
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AddStep("press quick retry key", () => InputManager.PressKey(Key.Tilde));
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AddUntilStep("restart completed", () => getCurrentPlayer() != null && getCurrentPlayer() != previousPlayer);
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AddStep("release quick retry key", () => InputManager.ReleaseKey(Key.Tilde));
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AddUntilStep("wait for player", () => getCurrentPlayer()?.LoadState == LoadState.Ready);
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AddUntilStep("time reached zero", () => getCurrentPlayer()?.GameplayClockContainer.CurrentTime > 0);
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AddUntilStep("skip button not visible", () => !checkSkipButtonVisible());
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}
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private void clickNotification()
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{
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Notification notification = null;
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AddUntilStep("wait for notification", () => (notification = notificationOverlay.ChildrenOfType<Notification>().FirstOrDefault()) != null);
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AddStep("open notification overlay", () => notificationOverlay.Show());
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AddStep("click notification", () => notification.TriggerClick());
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}
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private EpilepsyWarning getWarning() => loader.ChildrenOfType<EpilepsyWarning>().SingleOrDefault();
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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 override LocalisableString Description => string.Empty;
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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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/// <summary>
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/// Mutable dummy BatteryInfo class for <see cref="TestScenePlayerLoader.TestLowBatteryNotification"/>
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/// </summary>
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/// <inheritdoc/>
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private class LocalBatteryInfo : BatteryInfo
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{
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private bool onBattery;
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private double? chargeLevel;
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public override bool OnBattery => onBattery;
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public override double? ChargeLevel => chargeLevel;
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public void SetOnBattery(bool value)
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{
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onBattery = value;
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}
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public void SetChargeLevel(double? value)
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{
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chargeLevel = value;
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|
}
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|
}
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|
}
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|
}
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