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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneGameplayRewinding.cs

110 lines
3.5 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.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.MathUtils;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Play;
using osuTK;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestSceneGameplayRewinding : PlayerTestScene
{
private RulesetExposingPlayer player => (RulesetExposingPlayer)Player;
[Resolved]
private AudioManager audioManager { get; set; }
public TestSceneGameplayRewinding()
: base(new OsuRuleset())
{
}
private Track track;
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap)
{
var working = new ClockBackedTestWorkingBeatmap(beatmap, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
track = working.Track;
return working;
}
[Test]
public void TestNoJudgementsOnRewind()
{
AddUntilStep("wait for track to start running", () => track.IsRunning);
addSeekStep(3000);
AddAssert("all judged", () => player.DrawableRuleset.Playfield.AllHitObjects.All(h => h.Judged));
AddStep("clear results", () => player.AppliedResults.Clear());
addSeekStep(0);
AddAssert("none judged", () => player.DrawableRuleset.Playfield.AllHitObjects.All(h => !h.Judged));
AddAssert("no results triggered", () => player.AppliedResults.Count == 0);
}
private void addSeekStep(double time)
{
AddStep($"seek to {time}", () => 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 Player CreatePlayer(Ruleset ruleset)
{
Mods.Value = Mods.Value.Concat(new[] { ruleset.GetAutoplayMod() }).ToArray();
return new RulesetExposingPlayer();
}
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
{
var beatmap = new Beatmap
{
BeatmapInfo = { BaseDifficulty = { 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;
}
private class RulesetExposingPlayer : Player
{
public readonly List<JudgementResult> AppliedResults = new List<JudgementResult>();
public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
public new DrawableRuleset DrawableRuleset => base.DrawableRuleset;
public RulesetExposingPlayer()
: base(false, false)
{
}
[BackgroundDependencyLoader]
private void load()
{
ScoreProcessor.NewJudgement += r => AppliedResults.Add(r);
}
}
}
}