mirror of
https://github.com/ppy/osu.git
synced 2024-11-16 18:27:31 +08:00
970e45ff24
Stop blocking player load when hovering over osu! logo
609 lines
23 KiB
C#
609 lines
23 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.Screens;
|
|
using osu.Framework.Testing;
|
|
using osu.Framework.Utils;
|
|
using osu.Game.Beatmaps;
|
|
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.Menu;
|
|
using osu.Game.Screens.Play;
|
|
using osu.Game.Screens.Play.PlayerSettings;
|
|
using osu.Game.Utils;
|
|
using osuTK;
|
|
using osuTK.Input;
|
|
|
|
namespace osu.Game.Tests.Visual.Gameplay
|
|
{
|
|
public partial class TestScenePlayerLoader : ScreenTestScene
|
|
{
|
|
private TestPlayerLoader loader;
|
|
private TestPlayer player;
|
|
|
|
private bool? epilepsyWarning;
|
|
private BeatmapOnlineStatus? onlineStatus;
|
|
|
|
[Resolved]
|
|
private AudioManager audioManager { get; set; }
|
|
|
|
[Resolved]
|
|
private SessionStatics sessionStatics { get; set; }
|
|
|
|
[Resolved]
|
|
private OsuConfigManager config { get; set; }
|
|
|
|
[Cached(typeof(INotificationOverlay))]
|
|
private readonly NotificationOverlay notificationOverlay;
|
|
|
|
[Cached]
|
|
private readonly VolumeOverlay volumeOverlay;
|
|
|
|
[Cached]
|
|
private readonly OsuLogo logo;
|
|
|
|
[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(),
|
|
logo = new OsuLogo
|
|
{
|
|
Anchor = Anchor.BottomRight,
|
|
Origin = Anchor.BottomRight,
|
|
Scale = new Vector2(0.5f),
|
|
Position = new Vector2(128f),
|
|
},
|
|
});
|
|
}
|
|
|
|
[SetUp]
|
|
public void Setup() => Schedule(() =>
|
|
{
|
|
player = null;
|
|
epilepsyWarning = null;
|
|
onlineStatus = 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;
|
|
|
|
// Set up data for testing disclaimer display.
|
|
workingBeatmap.BeatmapInfo.EpilepsyWarning = epilepsyWarning ?? false;
|
|
workingBeatmap.BeatmapInfo.Status = onlineStatus ?? BeatmapOnlineStatus.Ranked;
|
|
|
|
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 TestLoadNotBlockedOnOsuLogo()
|
|
{
|
|
AddStep("load dummy beatmap", () => resetPlayer(false));
|
|
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
|
|
|
|
AddUntilStep("wait for load ready", () =>
|
|
{
|
|
moveMouse();
|
|
return player?.LoadState == LoadState.Ready;
|
|
});
|
|
|
|
// move mouse in logo while waiting for load to still proceed (it shouldn't be blocked when hovering logo).
|
|
AddUntilStep("move mouse in logo", () =>
|
|
{
|
|
moveMouse();
|
|
return !loader.IsCurrentScreen();
|
|
});
|
|
|
|
void moveMouse()
|
|
{
|
|
notificationOverlay.State.Value = Visibility.Hidden;
|
|
|
|
InputManager.MoveMouseTo(
|
|
logo.ScreenSpaceDrawQuad.TopLeft
|
|
+ (logo.ScreenSpaceDrawQuad.BottomRight - logo.ScreenSpaceDrawQuad.TopLeft)
|
|
* RNG.NextSingle(0.3f, 0.7f));
|
|
}
|
|
}
|
|
|
|
[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 TestMutedNotificationLowMusicVolume()
|
|
{
|
|
addVolumeSteps("master and music volumes", () =>
|
|
{
|
|
audioManager.Volume.Value = 0.6;
|
|
audioManager.VolumeTrack.Value = 0.01;
|
|
}, () => Precision.AlmostEquals(audioManager.Volume.Value, 0.6) && Precision.AlmostEquals(audioManager.VolumeTrack.Value, 0.5));
|
|
}
|
|
|
|
[Test]
|
|
public void TestMutedNotificationLowMasterVolume()
|
|
{
|
|
addVolumeSteps("master and music volumes", () =>
|
|
{
|
|
audioManager.Volume.Value = 0.01;
|
|
audioManager.VolumeTrack.Value = 0.6;
|
|
}, () => Precision.AlmostEquals(audioManager.Volume.Value, 0.5) && Precision.AlmostEquals(audioManager.VolumeTrack.Value, 0.6));
|
|
}
|
|
|
|
[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.Volume.Value = 0.5;
|
|
audioManager.VolumeTrack.Value = 0.5;
|
|
volumeOverlay.IsMuted.Value = true;
|
|
}, () => !volumeOverlay.IsMuted.Value && audioManager.Volume.Value == 0.5 && audioManager.VolumeTrack.Value == 0.5);
|
|
}
|
|
|
|
/// <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("enable storyboards", () => config.SetValue(OsuSetting.ShowStoryboard, true));
|
|
AddStep("change epilepsy warning", () => epilepsyWarning = warning);
|
|
AddStep("load dummy beatmap", () => resetPlayer(false));
|
|
|
|
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
|
|
|
|
AddAssert($"epilepsy warning {(warning ? "present" : "absent")}", () => this.ChildrenOfType<PlayerLoaderDisclaimer>().Count(), () => Is.EqualTo(warning ? 1 : 0));
|
|
|
|
restoreVolumes();
|
|
}
|
|
|
|
[Test]
|
|
public void TestEpilepsyWarningWithDisabledStoryboard()
|
|
{
|
|
saveVolumes();
|
|
setFullVolume();
|
|
|
|
AddStep("disable storyboards", () => config.SetValue(OsuSetting.ShowStoryboard, false));
|
|
AddStep("change epilepsy warning", () => epilepsyWarning = true);
|
|
AddStep("load dummy beatmap", () => resetPlayer(false));
|
|
|
|
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
|
|
|
|
AddUntilStep("epilepsy warning absent", () => this.ChildrenOfType<PlayerLoaderDisclaimer>().Single().Alpha, () => Is.Zero);
|
|
|
|
restoreVolumes();
|
|
}
|
|
|
|
[TestCase(BeatmapOnlineStatus.Loved, 1)]
|
|
[TestCase(BeatmapOnlineStatus.Qualified, 1)]
|
|
[TestCase(BeatmapOnlineStatus.Graveyard, 0)]
|
|
public void TestStatusWarning(BeatmapOnlineStatus status, int expectedDisclaimerCount)
|
|
{
|
|
saveVolumes();
|
|
setFullVolume();
|
|
|
|
AddStep("enable storyboards", () => config.SetValue(OsuSetting.ShowStoryboard, true));
|
|
AddStep("disable epilepsy warning", () => epilepsyWarning = false);
|
|
AddStep("set beatmap status", () => onlineStatus = status);
|
|
AddStep("load dummy beatmap", () => resetPlayer(false));
|
|
|
|
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
|
|
|
|
AddAssert($"disclaimer count is {expectedDisclaimerCount}", () => this.ChildrenOfType<PlayerLoaderDisclaimer>().Count(), () => Is.EqualTo(expectedDisclaimerCount));
|
|
|
|
restoreVolumes();
|
|
}
|
|
|
|
[Test]
|
|
public void TestCombinedWarnings()
|
|
{
|
|
saveVolumes();
|
|
setFullVolume();
|
|
|
|
AddStep("enable storyboards", () => config.SetValue(OsuSetting.ShowStoryboard, true));
|
|
AddStep("disable epilepsy warning", () => epilepsyWarning = true);
|
|
AddStep("set beatmap status", () => onlineStatus = BeatmapOnlineStatus.Loved);
|
|
AddStep("load dummy beatmap", () => resetPlayer(false));
|
|
|
|
AddUntilStep("wait for current", () => loader.IsCurrentScreen());
|
|
|
|
AddAssert("disclaimer count is 2", () => this.ChildrenOfType<PlayerLoaderDisclaimer>().Count(), () => Is.EqualTo(2));
|
|
|
|
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 partial 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 : OsuModDoubleTime, IApplicableToScoreProcessor
|
|
{
|
|
public bool Applied { get; private set; }
|
|
|
|
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
|
|
{
|
|
Applied = true;
|
|
}
|
|
|
|
public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
|
|
}
|
|
|
|
protected partial 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;
|
|
}
|
|
}
|
|
}
|
|
}
|