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

527 lines
20 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.
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Localisation;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Configuration;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Screens.Play.PlayerSettings;
using osu.Game.Utils;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestScenePlayerLoader : ScreenTestScene
{
private TestPlayerLoader loader;
private TestPlayer player;
private bool epilepsyWarning;
[Resolved]
private AudioManager audioManager { get; set; }
[Resolved]
private SessionStatics sessionStatics { get; set; }
[Cached(typeof(INotificationOverlay))]
private readonly NotificationOverlay notificationOverlay;
[Cached]
private readonly VolumeOverlay volumeOverlay;
[Cached(typeof(BatteryInfo))]
private readonly LocalBatteryInfo batteryInfo = new LocalBatteryInfo();
private readonly ChangelogOverlay changelogOverlay;
private double savedTrackVolume;
private double savedMasterVolume;
private bool savedMutedState;
public TestScenePlayerLoader()
{
AddRange(new Drawable[]
{
notificationOverlay = new NotificationOverlay
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
},
volumeOverlay = new VolumeOverlay
{
Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft,
},
changelogOverlay = new ChangelogOverlay()
});
}
[SetUp]
public void Setup() => Schedule(() => player = null);
[SetUpSteps]
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("read all notifications", () =>
{
notificationOverlay.Show();
notificationOverlay.Hide();
});
AddUntilStep("wait for no notifications", () => notificationOverlay.UnreadCount.Value, () => Is.EqualTo(0));
}
/// <summary>
/// Sets the input manager child to a new test player loader container instance.
/// </summary>
/// <param name="interactive">If the test player should behave like the production one.</param>
/// <param name="beforeLoadAction">An action to run before player load but after bindable leases are returned.</param>
private void resetPlayer(bool interactive, Action beforeLoadAction = null)
{
beforeLoadAction?.Invoke();
prepareBeatmap();
LoadScreen(loader = new TestPlayerLoader(() => player = new TestPlayer(interactive, interactive)));
}
private void prepareBeatmap()
{
var workingBeatmap = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
// Add intro time to test quick retry skipping (TestQuickRetry).
workingBeatmap.BeatmapInfo.AudioLeadIn = 60000;
// Turn on epilepsy warning to test warning display (TestEpilepsyWarning).
workingBeatmap.BeatmapInfo.EpilepsyWarning = epilepsyWarning;
Beatmap.Value = workingBeatmap;
foreach (var mod in SelectedMods.Value.OfType<IApplicableToTrack>())
mod.ApplyToTrack(Beatmap.Value.Track);
}
[Test]
public void TestEarlyExitBeforePlayerConstruction()
{
AddStep("load dummy beatmap", () => resetPlayer(false, () => SelectedMods.Value = new[] { new OsuModNightcore() }));
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
AddStep("exit loader", () => loader.Exit());
AddUntilStep("wait for not current", () => !loader.IsCurrentScreen());
AddAssert("player did not load", () => player == null);
AddUntilStep("player disposed", () => loader.DisposalTask == null);
AddAssert("mod rate still applied", () => Beatmap.Value.Track.Rate != 1);
}
/// <summary>
/// When <see cref="PlayerLoader"/> exits early, it has to wait for the player load task
/// to complete before running disposal on player. This previously caused an issue where mod
/// speed adjustments were undone too late, causing cross-screen pollution.
/// </summary>
[Test]
public void TestEarlyExitAfterPlayerConstruction()
{
AddStep("load dummy beatmap", () => resetPlayer(false, () => SelectedMods.Value = new[] { new OsuModNightcore() }));
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
AddAssert("mod rate applied", () => Beatmap.Value.Track.Rate != 1);
AddUntilStep("wait for non-null player", () => player != null);
AddStep("exit loader", () => loader.Exit());
AddUntilStep("wait for not current", () => !loader.IsCurrentScreen());
AddAssert("player did not load", () => !player.IsLoaded);
AddUntilStep("player disposed", () => loader.DisposalTask?.IsCompleted == true);
AddAssert("mod rate still applied", () => Beatmap.Value.Track.Rate != 1);
}
[Test]
public void TestBlockLoadViaMouseMovement()
{
AddStep("load dummy beatmap", () => resetPlayer(false));
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
AddUntilStep("wait for load ready", () =>
{
moveMouse();
return player?.LoadState == LoadState.Ready;
});
AddRepeatStep("move mouse", moveMouse, 20);
AddAssert("loader still active", () => loader.IsCurrentScreen());
AddUntilStep("loads after idle", () => !loader.IsCurrentScreen());
void moveMouse()
{
notificationOverlay.State.Value = Visibility.Hidden;
InputManager.MoveMouseTo(
loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft
+ (loader.VisualSettings.ScreenSpaceDrawQuad.BottomRight - loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft)
* RNG.NextSingle());
}
}
[Test]
public void TestBlockLoadViaFocus()
{
AddStep("load dummy beatmap", () => resetPlayer(false));
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
AddStep("show focused overlay", () => changelogOverlay.Show());
AddUntilStep("overlay visible", () => changelogOverlay.IsPresent);
AddUntilStep("wait for load ready", () => player?.LoadState == LoadState.Ready);
AddRepeatStep("twiddle thumbs", () => { }, 20);
AddAssert("loader still active", () => loader.IsCurrentScreen());
AddStep("hide overlay", () => changelogOverlay.Hide());
AddUntilStep("loads after idle", () => !loader.IsCurrentScreen());
}
[Test]
public void TestLoadContinuation()
{
SlowLoadPlayer slowPlayer = null;
AddStep("load slow dummy beatmap", () =>
{
prepareBeatmap();
slowPlayer = new SlowLoadPlayer(false, false);
LoadScreen(loader = new TestPlayerLoader(() => slowPlayer));
});
AddStep("schedule slow load", () => Scheduler.AddDelayed(() => slowPlayer.AllowLoad.Set(), 5000));
AddUntilStep("wait for player to be current", () => slowPlayer.IsCurrentScreen());
}
[Test]
public void TestModReinstantiation()
{
TestMod gameMod = null;
TestMod playerMod1 = null;
TestMod playerMod2 = null;
AddStep("load player", () => { resetPlayer(true, () => SelectedMods.Value = new[] { gameMod = new TestMod() }); });
AddUntilStep("wait for loader to become current", () => loader.IsCurrentScreen());
AddStep("mouse in centre", () => InputManager.MoveMouseTo(loader.ScreenSpaceDrawQuad.Centre));
AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
AddStep("retrieve mods", () => playerMod1 = (TestMod)player.GameplayState.Mods.Single());
AddAssert("game mods not applied", () => gameMod.Applied == false);
AddAssert("player mods applied", () => playerMod1.Applied);
AddStep("restart player", () =>
{
var lastPlayer = player;
player = null;
lastPlayer.Restart();
});
AddUntilStep("wait for player to be current", () => player.IsCurrentScreen());
AddStep("retrieve mods", () => playerMod2 = (TestMod)player.GameplayState.Mods.Single());
AddAssert("game mods not applied", () => gameMod.Applied == false);
AddAssert("player has different mods", () => playerMod1 != playerMod2);
AddAssert("player mods applied", () => playerMod2.Applied);
}
[Test]
public void TestModDisplayChanges()
{
var testMod = new TestMod();
AddStep("load player", () => resetPlayer(true));
AddUntilStep("wait for loader to become current", () => loader.IsCurrentScreen());
AddStep("set test mod in loader", () => loader.Mods.Value = new[] { testMod });
AddAssert("test mod is displayed", () => (TestMod)loader.DisplayedMods.Single() == testMod);
}
[Test]
public void TestMutedNotificationMasterVolume()
{
addVolumeSteps("master volume", () => audioManager.Volume.Value = 0, () => audioManager.Volume.IsDefault);
}
[Test]
public void TestMutedNotificationTrackVolume()
{
addVolumeSteps("music volume", () => audioManager.VolumeTrack.Value = 0, () => audioManager.VolumeTrack.IsDefault);
}
[Test]
public void TestMutedNotificationMuteButton()
{
addVolumeSteps("mute button", () =>
{
// Importantly, in the case the volume is muted but the user has a volume level set, it should be retained.
audioManager.VolumeTrack.Value = 0.5f;
volumeOverlay.IsMuted.Value = true;
}, () => !volumeOverlay.IsMuted.Value && audioManager.VolumeTrack.Value == 0.5f);
}
/// <remarks>
/// Created for avoiding copy pasting code for the same steps.
/// </remarks>
/// <param name="volumeName">What part of the volume system is checked</param>
/// <param name="beforeLoad">The action to be invoked to set the volume before loading</param>
/// <param name="assert">The function to be invoked and checked</param>
private void addVolumeSteps(string volumeName, Action beforeLoad, Func<bool> assert)
{
AddStep("reset notification lock", () => sessionStatics.GetBindable<bool>(Static.MutedAudioNotificationShownOnce).Value = false);
AddStep("load player", () => resetPlayer(false, beforeLoad));
AddUntilStep("wait for player", () => player?.LoadState == LoadState.Ready);
saveVolumes();
AddAssert("check for notification", () => notificationOverlay.UnreadCount.Value, () => Is.EqualTo(1));
clickNotification();
AddAssert("check " + volumeName, assert);
restoreVolumes();
AddUntilStep("wait for player load", () => player.IsLoaded);
}
[TestCase(true)]
[TestCase(false)]
public void TestEpilepsyWarning(bool warning)
{
saveVolumes();
setFullVolume();
AddStep("change epilepsy warning", () => epilepsyWarning = warning);
AddStep("load dummy beatmap", () => resetPlayer(false));
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
AddAssert($"epilepsy warning {(warning ? "present" : "absent")}", () => (getWarning() != null) == warning);
if (warning)
{
AddUntilStep("sound volume decreased", () => Beatmap.Value.Track.AggregateVolume.Value == 0.25);
AddUntilStep("sound volume restored", () => Beatmap.Value.Track.AggregateVolume.Value == 1);
}
restoreVolumes();
}
[Test]
public void TestEpilepsyWarningEarlyExit()
{
saveVolumes();
setFullVolume();
AddStep("set epilepsy warning", () => epilepsyWarning = true);
AddStep("load dummy beatmap", () => resetPlayer(false));
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
AddUntilStep("wait for epilepsy warning", () => getWarning().Alpha > 0);
AddUntilStep("warning is shown", () => getWarning().State.Value == Visibility.Visible);
AddStep("exit early", () => loader.Exit());
AddUntilStep("warning is hidden", () => getWarning().State.Value == Visibility.Hidden);
AddUntilStep("sound volume restored", () => Beatmap.Value.Track.AggregateVolume.Value == 1);
restoreVolumes();
}
[TestCase(true, 1.0, false)] // on battery, above cutoff --> no warning
[TestCase(false, 0.1, false)] // not on battery, below cutoff --> no warning
[TestCase(true, 0.25, true)] // on battery, at cutoff --> warning
[TestCase(true, null, false)] // on battery, level unknown --> no warning
public void TestLowBatteryNotification(bool onBattery, double? chargeLevel, bool shouldWarn)
{
AddStep("reset notification lock", () => sessionStatics.GetBindable<bool>(Static.LowBatteryNotificationShownOnce).Value = false);
// set charge status and level
AddStep("load player", () => resetPlayer(false, () =>
{
batteryInfo.SetOnBattery(onBattery);
batteryInfo.SetChargeLevel(chargeLevel);
}));
AddUntilStep("wait for player", () => player?.LoadState == LoadState.Ready);
if (shouldWarn)
clickNotification();
else
AddAssert("notification not triggered", () => notificationOverlay.UnreadCount.Value == 0);
AddUntilStep("wait for player load", () => player.IsLoaded);
}
private void restoreVolumes()
{
AddStep("restore previous volumes", () =>
{
audioManager.VolumeTrack.Value = savedTrackVolume;
audioManager.Volume.Value = savedMasterVolume;
volumeOverlay.IsMuted.Value = savedMutedState;
});
}
private void setFullVolume()
{
AddStep("set volumes to 100%", () =>
{
audioManager.VolumeTrack.Value = 1;
audioManager.Volume.Value = 1;
volumeOverlay.IsMuted.Value = false;
});
}
private void saveVolumes()
{
AddStep("save previous volumes", () =>
{
savedTrackVolume = audioManager.VolumeTrack.Value;
savedMasterVolume = audioManager.Volume.Value;
savedMutedState = volumeOverlay.IsMuted.Value;
});
}
[Test]
public void TestQuickRetry()
{
TestPlayer getCurrentPlayer() => loader.CurrentPlayer as TestPlayer;
bool checkSkipButtonVisible() => player.ChildrenOfType<SkipOverlay>().FirstOrDefault()?.IsButtonVisible == true;
TestPlayer previousPlayer = null;
AddStep("load dummy beatmap", () => resetPlayer(false));
AddUntilStep("wait for current", () => getCurrentPlayer()?.IsCurrentScreen() == true);
AddStep("store previous player", () => previousPlayer = getCurrentPlayer());
AddStep("Restart map normally", () => getCurrentPlayer().Restart());
AddUntilStep("wait for load", () => getCurrentPlayer()?.LoadedBeatmapSuccessfully == true);
AddUntilStep("restart completed", () => getCurrentPlayer() != null && getCurrentPlayer() != previousPlayer);
AddStep("store previous player", () => previousPlayer = getCurrentPlayer());
AddUntilStep("skip button visible", checkSkipButtonVisible);
AddStep("press quick retry key", () => InputManager.PressKey(Key.Tilde));
AddUntilStep("restart completed", () => getCurrentPlayer() != null && getCurrentPlayer() != previousPlayer);
AddStep("release quick retry key", () => InputManager.ReleaseKey(Key.Tilde));
AddUntilStep("wait for player", () => getCurrentPlayer()?.LoadState == LoadState.Ready);
AddUntilStep("time reached zero", () => getCurrentPlayer()?.GameplayClockContainer.CurrentTime > 0);
AddUntilStep("skip button not visible", () => !checkSkipButtonVisible());
}
private void clickNotification()
{
Notification notification = null;
AddUntilStep("wait for notification", () => (notification = notificationOverlay.ChildrenOfType<Notification>().FirstOrDefault()) != null);
AddStep("open notification overlay", () => notificationOverlay.Show());
AddStep("click notification", () => notification.TriggerClick());
}
private EpilepsyWarning getWarning() => loader.ChildrenOfType<EpilepsyWarning>().SingleOrDefault();
private class TestPlayerLoader : PlayerLoader
{
public new VisualSettings VisualSettings => base.VisualSettings;
public new Task DisposalTask => base.DisposalTask;
public IReadOnlyList<Mod> DisplayedMods => MetadataInfo.Mods.Value;
public TestPlayerLoader(Func<Player> createPlayer)
: base(createPlayer)
{
}
}
private class TestMod : Mod, IApplicableToScoreProcessor
{
public override string Name => string.Empty;
public override string Acronym => string.Empty;
public override double ScoreMultiplier => 1;
public override LocalisableString Description => string.Empty;
public bool Applied { get; private set; }
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
{
Applied = true;
}
public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
}
protected class SlowLoadPlayer : TestPlayer
{
public readonly ManualResetEventSlim AllowLoad = new ManualResetEventSlim(false);
public SlowLoadPlayer(bool allowPause = true, bool showResults = true)
: base(allowPause, showResults)
{
}
[BackgroundDependencyLoader]
private void load()
{
if (!AllowLoad.Wait(TimeSpan.FromSeconds(10)))
throw new TimeoutException();
}
}
/// <summary>
/// Mutable dummy BatteryInfo class for <see cref="TestScenePlayerLoader.TestLowBatteryNotification"/>
/// </summary>
/// <inheritdoc/>
private class LocalBatteryInfo : BatteryInfo
{
private bool onBattery;
private double? chargeLevel;
public override bool OnBattery => onBattery;
public override double? ChargeLevel => chargeLevel;
public void SetOnBattery(bool value)
{
onBattery = value;
}
public void SetChargeLevel(double? value)
{
chargeLevel = value;
}
}
}
}