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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestScenePauseInputHandling.cs
Bartłomiej Dach 7c0550d251
Merge pull request #29500 from frenzibyte/fix-pausing-for-the-millionth-time
Fix oversight in osu! pause input handling
2024-08-27 10:04:47 +02:00

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