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Add failing test case
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@ -1,28 +1,28 @@
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// 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.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Platform;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Storyboards;
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using osu.Game.Tests.Beatmaps;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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[HeadlessTest] // we alter unsafe properties on the game host to test inactive window state.
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public class TestScenePauseWhenInactive : OsuPlayerTestScene
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{
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
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{
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var beatmap = (Beatmap)base.CreateBeatmap(ruleset);
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beatmap.HitObjects.RemoveAll(h => h.StartTime < 30000);
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return beatmap;
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}
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[Resolved]
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private GameHost host { get; set; }
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@ -33,10 +33,53 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep("resume player", () => Player.GameplayClockContainer.Start());
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AddAssert("ensure not paused", () => !Player.GameplayClockContainer.IsPaused.Value);
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AddStep("progress time to gameplay", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.GameplayStartTime));
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AddUntilStep("wait for pause", () => Player.GameplayClockContainer.IsPaused.Value);
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}
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/// <summary>
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/// Tests that if a pause from focus lose is performed while in pause cooldown,
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/// the player will still pause after the cooldown is finished.
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/// </summary>
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[Test]
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public void TestPauseWhileInCooldown()
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{
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AddStep("resume player", () => Player.GameplayClockContainer.Start());
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AddStep("skip to gameplay", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.GameplayStartTime));
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AddStep("set inactive", () => ((Bindable<bool>)host.IsActive).Value = false);
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AddUntilStep("wait for pause", () => Player.GameplayClockContainer.IsPaused.Value);
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AddStep("set active", () => ((Bindable<bool>)host.IsActive).Value = true);
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AddStep("resume player", () => Player.Resume());
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AddStep("click resume overlay", () =>
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{
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InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single());
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InputManager.Click(MouseButton.Left);
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});
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AddAssert("pause cooldown active", () => Player.PauseCooldownActive);
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AddStep("set inactive again", () => ((Bindable<bool>)host.IsActive).Value = false);
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AddUntilStep("wait for pause", () => Player.GameplayClockContainer.IsPaused.Value);
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AddAssert("time of pause is after gameplay start time", () => Player.GameplayClockContainer.GameplayClock.CurrentTime >= Player.DrawableRuleset.GameplayStartTime);
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}
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new TestPlayer(true, true, true);
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
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{
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return new Beatmap
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{
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HitObjects = new List<HitObject>
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{
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new HitCircle { StartTime = 30000 },
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new HitCircle { StartTime = 35000 },
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},
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};
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}
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
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=> new TestWorkingBeatmap(beatmap, storyboard, Audio);
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}
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}
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