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f3cd3d7d3b
https://github.com/smoogipoo/osu/actions/runs/9986761756/job/27599851263 This is a bit of a workaround, likely timing related. I don't foresee an until step in this case to cause false-passes.
91 lines
3.5 KiB
C#
91 lines
3.5 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.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Testing;
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using osu.Game.Audio;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public partial class TestSceneGameplaySamplePlayback : PlayerTestScene
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{
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protected override bool AllowBackwardsSeeks => true;
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private bool seek;
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[Test]
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public void TestAllSamplesStopDuringSeek()
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{
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DrawableSlider? slider = null;
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PoolableSkinnableSample[] samples = null!;
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ISamplePlaybackDisabler sampleDisabler = null!;
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AddUntilStep("get variables", () =>
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{
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sampleDisabler = Player;
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slider = Player.ChildrenOfType<DrawableSlider>().MinBy(s => s.HitObject.StartTime);
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samples = slider.ChildrenOfType<PoolableSkinnableSample>().ToArray();
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return slider != null;
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});
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AddUntilStep("wait for slider sliding then seek", () =>
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{
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if (slider?.Tracking.Value != true)
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return false;
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if (!samples.Any(s => s.Playing))
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return false;
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seek = true;
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return true;
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});
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AddUntilStep("sample playback disabled", () => sampleDisabler.SamplePlaybackDisabled.Value);
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// because we are in frame stable context, it's quite likely that not all samples are "played" at this point.
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// the important thing is that at least one started, and that sample has since stopped.
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AddAssert("all looping samples stopped immediately", () => allStopped(allLoopingSounds));
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AddUntilStep("all samples stopped eventually", () => allStopped(allSounds));
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AddAssert("sample playback still disabled", () => sampleDisabler.SamplePlaybackDisabled.Value);
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AddStep("stop seeking", () => seek = false);
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AddUntilStep("seek finished, sample playback enabled", () => !sampleDisabler.SamplePlaybackDisabled.Value);
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AddUntilStep("any sample is playing", () => Player.ChildrenOfType<PausableSkinnableSound>().Any(s => s.IsPlaying));
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}
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protected override void Update()
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{
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base.Update();
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if (seek)
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{
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// Frame stable playback is too fast to catch up these days.
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//
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// We want to keep seeking while asserting various test conditions, so
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// continue to seek until we unset the flag.
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var gameplayClockContainer = Player.ChildrenOfType<GameplayClockContainer>().First();
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gameplayClockContainer.Seek(gameplayClockContainer.CurrentTime > 30000 ? 0 : 60000);
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}
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}
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private IEnumerable<PausableSkinnableSound> allSounds => Player.ChildrenOfType<PausableSkinnableSound>();
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private IEnumerable<PausableSkinnableSound> allLoopingSounds => allSounds.Where(sound => sound.Looping);
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private bool allStopped(IEnumerable<PausableSkinnableSound> sounds) => sounds.All(sound => !sound.IsPlaying);
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protected override bool Autoplay => true;
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protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
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}
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}
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