mirror of
https://github.com/ppy/osu.git
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7c0550d251
Fix oversight in osu! pause input handling
389 lines
17 KiB
C#
389 lines
17 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.Linq;
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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.Testing;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mania;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Screens.Play.HUD;
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using osu.Game.Skinning;
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using osu.Game.Storyboards;
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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 partial class TestScenePauseInputHandling : PlayerTestScene
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{
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private Ruleset currentRuleset = new OsuRuleset();
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protected override Ruleset CreatePlayerRuleset() => currentRuleset;
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protected override bool HasCustomSteps => true;
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[Resolved]
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private AudioManager audioManager { get; set; } = null!;
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new Beatmap
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{
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HitObjects =
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{
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new HitCircle
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{
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Position = OsuPlayfield.BASE_SIZE / 2,
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StartTime = 0,
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},
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new HitCircle
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{
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Position = OsuPlayfield.BASE_SIZE / 2,
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StartTime = 5000,
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},
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new HitCircle
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{
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Position = OsuPlayfield.BASE_SIZE / 2,
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StartTime = 10000,
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},
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new HitCircle
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{
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Position = OsuPlayfield.BASE_SIZE / 2,
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StartTime = 15000,
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}
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}
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};
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null) =>
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new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
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[SetUp]
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public void SetUp() => Schedule(() =>
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{
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foreach (var key in InputManager.CurrentState.Keyboard.Keys)
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InputManager.ReleaseKey(key);
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InputManager.MoveMouseTo(Content);
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LocalConfig.SetValue(OsuSetting.KeyOverlay, true);
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});
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[Test]
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public void TestOsuInputNotReceivedWhilePaused()
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{
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KeyCounter counter = null!;
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loadPlayer(() => new OsuRuleset());
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AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<OsuAction> actionTrigger && actionTrigger.Action == OsuAction.LeftButton));
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checkKey(() => counter, 0, false);
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AddStep("press Z", () => InputManager.PressKey(Key.Z));
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checkKey(() => counter, 1, true);
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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checkKey(() => counter, 1, false);
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AddStep("pause", () => Player.Pause());
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AddStep("press Z", () => InputManager.PressKey(Key.Z));
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checkKey(() => counter, 1, false);
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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checkKey(() => counter, 1, false);
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AddStep("resume", () => Player.Resume());
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AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
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AddStep("press Z to resume", () => InputManager.PressKey(Key.Z));
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checkKey(() => counter, 2, true);
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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checkKey(() => counter, 2, false);
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AddStep("press Z", () => InputManager.PressKey(Key.Z));
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checkKey(() => counter, 3, true);
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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checkKey(() => counter, 3, false);
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}
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[Test]
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public void TestManiaInputNotReceivedWhilePaused()
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{
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KeyCounter counter = null!;
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loadPlayer(() => new ManiaRuleset());
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AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<ManiaAction> actionTrigger && actionTrigger.Action == ManiaAction.Key4));
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checkKey(() => counter, 0, false);
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AddStep("press space", () => InputManager.PressKey(Key.Space));
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checkKey(() => counter, 1, true);
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AddStep("release space", () => InputManager.ReleaseKey(Key.Space));
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checkKey(() => counter, 1, false);
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AddStep("pause", () => Player.Pause());
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AddStep("press space", () => InputManager.PressKey(Key.Space));
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checkKey(() => counter, 1, false);
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AddStep("release space", () => InputManager.ReleaseKey(Key.Space));
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checkKey(() => counter, 1, false);
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AddStep("resume", () => Player.Resume());
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AddUntilStep("wait for resume", () => Player.GameplayClockContainer.IsRunning);
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AddStep("press space", () => InputManager.PressKey(Key.Space));
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checkKey(() => counter, 2, true);
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AddStep("release space", () => InputManager.ReleaseKey(Key.Space));
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checkKey(() => counter, 2, false);
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}
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[Test]
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public void TestOsuPreviouslyHeldInputReleaseOnResume()
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{
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KeyCounter counterZ = null!;
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KeyCounter counterX = null!;
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loadPlayer(() => new OsuRuleset());
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AddStep("get key counter Z", () => counterZ = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<OsuAction> actionTrigger && actionTrigger.Action == OsuAction.LeftButton));
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AddStep("get key counter X", () => counterX = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<OsuAction> actionTrigger && actionTrigger.Action == OsuAction.RightButton));
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AddStep("press Z", () => InputManager.PressKey(Key.Z));
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AddStep("pause", () => Player.Pause());
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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AddStep("resume", () => Player.Resume());
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AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
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AddStep("press and release Z", () => InputManager.Key(Key.Z));
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checkKey(() => counterZ, 1, false);
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AddStep("press X", () => InputManager.PressKey(Key.X));
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AddStep("pause", () => Player.Pause());
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AddStep("release X", () => InputManager.ReleaseKey(Key.X));
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checkKey(() => counterX, 1, true);
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AddStep("resume", () => Player.Resume());
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AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
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AddStep("press Z to resume", () => InputManager.PressKey(Key.Z));
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checkKey(() => counterZ, 2, true);
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checkKey(() => counterX, 1, false);
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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checkKey(() => counterZ, 2, false);
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}
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[Test]
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public void TestManiaPreviouslyHeldInputReleaseOnResume()
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{
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KeyCounter counter = null!;
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loadPlayer(() => new ManiaRuleset());
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AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<ManiaAction> actionTrigger && actionTrigger.Action == ManiaAction.Key4));
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AddStep("press space", () => InputManager.PressKey(Key.Space));
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AddStep("pause", () => Player.Pause());
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AddStep("release space", () => InputManager.ReleaseKey(Key.Space));
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checkKey(() => counter, 1, true);
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AddStep("resume", () => Player.Resume());
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AddUntilStep("wait for resume", () => Player.GameplayClockContainer.IsRunning);
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checkKey(() => counter, 1, false);
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}
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[Test]
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public void TestOsuHeldInputRemainHeldAfterResume()
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{
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KeyCounter counterZ = null!;
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KeyCounter counterX = null!;
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loadPlayer(() => new OsuRuleset());
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AddStep("get key counter Z", () => counterZ = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<OsuAction> actionTrigger && actionTrigger.Action == OsuAction.LeftButton));
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AddStep("get key counter X", () => counterX = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<OsuAction> actionTrigger && actionTrigger.Action == OsuAction.RightButton));
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AddStep("press Z", () => InputManager.PressKey(Key.Z));
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AddStep("pause", () => Player.Pause());
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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AddStep("resume", () => Player.Resume());
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AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
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AddStep("press Z to resume", () => InputManager.PressKey(Key.Z));
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checkKey(() => counterZ, 1, true);
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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checkKey(() => counterZ, 1, false);
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AddStep("press X", () => InputManager.PressKey(Key.X));
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checkKey(() => counterX, 1, true);
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AddStep("pause", () => Player.Pause());
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AddStep("release X", () => InputManager.ReleaseKey(Key.X));
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AddStep("press X", () => InputManager.PressKey(Key.X));
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AddStep("resume", () => Player.Resume());
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AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
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AddStep("press Z to resume", () => InputManager.PressKey(Key.Z));
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checkKey(() => counterZ, 2, true);
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checkKey(() => counterX, 1, true);
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AddStep("release X", () => InputManager.ReleaseKey(Key.X));
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checkKey(() => counterX, 1, false);
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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checkKey(() => counterZ, 2, false);
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}
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[Test]
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public void TestManiaHeldInputRemainHeldAfterResume()
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{
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KeyCounter counter = null!;
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loadPlayer(() => new ManiaRuleset());
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AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<ManiaAction> actionTrigger && actionTrigger.Action == ManiaAction.Key4));
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AddStep("press space", () => InputManager.PressKey(Key.Space));
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checkKey(() => counter, 1, true);
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AddStep("pause", () => Player.Pause());
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AddStep("release space", () => InputManager.ReleaseKey(Key.Space));
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AddStep("press space", () => InputManager.PressKey(Key.Space));
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AddStep("resume", () => Player.Resume());
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AddUntilStep("wait for resume", () => Player.GameplayClockContainer.IsRunning);
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checkKey(() => counter, 1, true);
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AddStep("release space", () => InputManager.ReleaseKey(Key.Space));
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checkKey(() => counter, 1, false);
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}
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[Test]
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public void TestOsuHitCircleNotReceivingInputOnResume()
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{
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KeyCounter counter = null!;
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loadPlayer(() => new OsuRuleset());
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AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<OsuAction> actionTrigger && actionTrigger.Action == OsuAction.LeftButton));
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AddStep("pause", () => Player.Pause());
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AddStep("resume", () => Player.Resume());
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AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
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AddStep("press Z to resume", () => InputManager.PressKey(Key.Z));
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// ensure the input manager receives the Z button press...
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checkKey(() => counter, 1, true);
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AddAssert("button is pressed in kbc", () => Player.DrawableRuleset.Playfield.FindClosestParent<OsuInputManager>()!.PressedActions.Single() == OsuAction.LeftButton);
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// ...but also ensure the hit circle in front of the cursor isn't hit by checking max combo.
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AddAssert("circle not hit", () => Player.ScoreProcessor.HighestCombo.Value, () => Is.EqualTo(0));
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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checkKey(() => counter, 1, false);
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AddAssert("button is released in kbc", () => !Player.DrawableRuleset.Playfield.FindClosestParent<OsuInputManager>()!.PressedActions.Any());
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}
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[Test]
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public void TestOsuHitCircleNotReceivingInputOnResume_PauseWhileHoldingSameKey()
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{
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KeyCounter counter = null!;
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loadPlayer(() => new OsuRuleset());
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AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<OsuAction> actionTrigger && actionTrigger.Action == OsuAction.LeftButton));
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AddStep("press Z", () => InputManager.PressKey(Key.Z));
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AddAssert("circle hit", () => Player.ScoreProcessor.HighestCombo.Value, () => Is.EqualTo(1));
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AddStep("pause", () => Player.Pause());
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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AddStep("resume", () => Player.Resume());
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AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
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AddStep("press Z to resume", () => InputManager.PressKey(Key.Z));
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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checkKey(() => counter, 1, false);
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seekTo(5000);
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AddStep("press Z", () => InputManager.PressKey(Key.Z));
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checkKey(() => counter, 2, true);
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AddAssert("circle hit", () => Player.ScoreProcessor.HighestCombo.Value, () => Is.EqualTo(2));
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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checkKey(() => counter, 2, false);
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}
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[Test]
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public void TestOsuHitCircleNotReceivingInputOnResume_PauseWhileHoldingOtherKey()
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{
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loadPlayer(() => new OsuRuleset());
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AddStep("press X", () => InputManager.PressKey(Key.X));
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AddAssert("circle hit", () => Player.ScoreProcessor.HighestCombo.Value, () => Is.EqualTo(1));
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seekTo(5000);
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AddStep("pause", () => Player.Pause());
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AddStep("release X", () => InputManager.ReleaseKey(Key.X));
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AddStep("resume", () => Player.Resume());
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AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single()));
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AddStep("press Z to resume", () => InputManager.PressKey(Key.Z));
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z));
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AddAssert("circle not hit", () => Player.ScoreProcessor.HighestCombo.Value, () => Is.EqualTo(1));
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AddStep("press X", () => InputManager.PressKey(Key.X));
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AddStep("release X", () => InputManager.ReleaseKey(Key.X));
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AddAssert("circle hit", () => Player.ScoreProcessor.HighestCombo.Value, () => Is.EqualTo(2));
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}
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private void loadPlayer(Func<Ruleset> createRuleset)
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{
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AddStep("set ruleset", () => currentRuleset = createRuleset());
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AddStep("load player", LoadPlayer);
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AddUntilStep("player loaded", () => Player.IsLoaded && Player.Alpha == 1);
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AddUntilStep("wait for hud", () => Player.HUDOverlay.ChildrenOfType<SkinnableContainer>().All(s => s.ComponentsLoaded));
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seekTo(0);
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AddAssert("not in break", () => !Player.IsBreakTime.Value);
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AddStep("move cursor to center", () => InputManager.MoveMouseTo(Player.DrawableRuleset.Playfield));
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}
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private void seekTo(double time)
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{
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AddStep($"seek to {time}ms", () => Player.GameplayClockContainer.Seek(time));
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AddUntilStep("wait for seek to finish", () => Player.DrawableRuleset.FrameStableClock.CurrentTime, () => Is.EqualTo(time).Within(500));
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}
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private void checkKey(Func<KeyCounter> counter, int count, bool active)
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{
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AddAssert($"key count = {count}", () => counter().CountPresses.Value, () => Is.EqualTo(count));
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AddAssert($"key active = {active}", () => counter().IsActive.Value, () => Is.EqualTo(active));
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}
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new PausePlayer();
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private partial class PausePlayer : TestPlayer
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{
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protected override double PauseCooldownDuration => 0;
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public PausePlayer()
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: base(allowPause: true, showResults: false)
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{
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}
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}
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}
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}
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