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osu-lazer/osu.Game/Tests/Visual/PlayerTestScene.cs

132 lines
4.1 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.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Logging;
using osu.Framework.Testing;
using osu.Game.Configuration;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.Play;
namespace osu.Game.Tests.Visual
{
public abstract partial class PlayerTestScene : RateAdjustedBeatmapTestScene
{
/// <summary>
/// Whether custom test steps are provided. Custom tests should invoke <see cref="CreateTest"/> to create the test steps.
/// </summary>
protected virtual bool HasCustomSteps => false;
protected TestPlayer Player;
protected OsuConfigManager LocalConfig;
private double lastReportedTime;
protected override void Update()
{
base.Update();
if (Player?.GameplayClockContainer != null)
{
int roundedTime = (int)Player.GameplayClockContainer.CurrentTime / 1000;
if (roundedTime != lastReportedTime)
{
lastReportedTime = roundedTime;
Logger.Log($"⏱️ Gameplay clock reached {lastReportedTime * 1000:N0} ms");
}
}
}
[BackgroundDependencyLoader]
private void load()
{
Dependencies.Cache(LocalConfig = new OsuConfigManager(LocalStorage));
LocalConfig.GetBindable<double>(OsuSetting.DimLevel).Value = 1.0;
}
[SetUpSteps]
public override void SetUpSteps()
{
base.SetUpSteps();
if (!HasCustomSteps)
CreateTest();
}
protected void CreateTest([CanBeNull] Action action = null)
{
if (action != null && !HasCustomSteps)
throw new InvalidOperationException($"Cannot add custom test steps without {nameof(HasCustomSteps)} being set.");
action?.Invoke();
AddStep($"Load player for {CreatePlayerRuleset().Description}", LoadPlayer);
AddUntilStep("player loaded", () => Player.IsLoaded && Player.Alpha == 1);
}
protected virtual bool AllowFail => false;
protected virtual bool Autoplay => false;
protected void LoadPlayer() => LoadPlayer(Array.Empty<Mod>());
protected void LoadPlayer(Mod[] mods)
{
// if a player screen is present already, we must exit that before loading another one,
// otherwise it'll crash on SpectatorClient.BeginPlaying being called while client is in "playing" state already.
if (Stack.CurrentScreen is Player)
Stack.Exit();
var ruleset = CreatePlayerRuleset();
Ruleset.Value = ruleset.RulesetInfo;
var beatmap = CreateBeatmap(ruleset.RulesetInfo);
Beatmap.Value = CreateWorkingBeatmap(beatmap);
SelectedMods.Value = mods;
if (!AllowFail)
{
var noFailMod = ruleset.CreateMod<ModNoFail>();
if (noFailMod != null)
SelectedMods.Value = SelectedMods.Value.Append(noFailMod).ToArray();
}
if (Autoplay)
{
var mod = ruleset.GetAutoplayMod();
if (mod != null)
SelectedMods.Value = SelectedMods.Value.Append(mod).ToArray();
}
Player = CreatePlayer(ruleset);
LoadScreen(Player);
}
protected override void Dispose(bool isDisposing)
{
LocalConfig?.Dispose();
base.Dispose(isDisposing);
}
/// <summary>
/// Creates the ruleset for setting up the <see cref="Player"/> component.
/// </summary>
[NotNull]
protected abstract Ruleset CreatePlayerRuleset();
protected sealed override Ruleset CreateRuleset() => CreatePlayerRuleset();
protected virtual TestPlayer CreatePlayer(Ruleset ruleset) => new TestPlayer(false, false);
}
}