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Merge pull request #28954 from frenzibyte/fix-pause-input-handling
Fix held gameplay keys stuck after pausing and resuming
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osu.Game.Tests/Visual/Gameplay/TestScenePauseInputHandling.cs
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// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence. | ||
// See the LICENCE file in the repository root for full licence text. | ||
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using System; | ||
using System.Linq; | ||
using NUnit.Framework; | ||
using osu.Framework.Allocation; | ||
using osu.Framework.Audio; | ||
using osu.Framework.Testing; | ||
using osu.Framework.Timing; | ||
using osu.Game.Beatmaps; | ||
using osu.Game.Configuration; | ||
using osu.Game.Rulesets; | ||
using osu.Game.Rulesets.Mania; | ||
using osu.Game.Rulesets.Osu; | ||
using osu.Game.Rulesets.Osu.UI; | ||
using osu.Game.Screens.Play.HUD; | ||
using osu.Game.Skinning; | ||
using osu.Game.Storyboards; | ||
using osuTK.Input; | ||
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namespace osu.Game.Tests.Visual.Gameplay | ||
{ | ||
public partial class TestScenePauseInputHandling : PlayerTestScene | ||
{ | ||
private Ruleset currentRuleset = new OsuRuleset(); | ||
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protected override Ruleset CreatePlayerRuleset() => currentRuleset; | ||
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protected override bool HasCustomSteps => true; | ||
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[Resolved] | ||
private AudioManager audioManager { get; set; } = null!; | ||
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null) => | ||
new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager); | ||
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[SetUp] | ||
public void SetUp() => Schedule(() => | ||
{ | ||
foreach (var key in InputManager.CurrentState.Keyboard.Keys) | ||
InputManager.ReleaseKey(key); | ||
InputManager.MoveMouseTo(Content); | ||
LocalConfig.SetValue(OsuSetting.KeyOverlay, true); | ||
}); | ||
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[Test] | ||
public void TestOsuInputNotReceivedWhilePaused() | ||
{ | ||
KeyCounter counter = null!; | ||
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loadPlayer(() => new OsuRuleset()); | ||
AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<OsuAction> actionTrigger && actionTrigger.Action == OsuAction.LeftButton)); | ||
checkKey(() => counter, 0, false); | ||
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AddStep("press Z", () => InputManager.PressKey(Key.Z)); | ||
checkKey(() => counter, 1, true); | ||
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z)); | ||
checkKey(() => counter, 1, false); | ||
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AddStep("pause", () => Player.Pause()); | ||
AddStep("press Z", () => InputManager.PressKey(Key.Z)); | ||
checkKey(() => counter, 1, false); | ||
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z)); | ||
checkKey(() => counter, 1, false); | ||
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AddStep("resume", () => Player.Resume()); | ||
AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single())); | ||
AddStep("press Z to resume", () => InputManager.PressKey(Key.Z)); | ||
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// Z key was released before pause, resuming should not trigger it | ||
checkKey(() => counter, 1, false); | ||
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z)); | ||
checkKey(() => counter, 1, false); | ||
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AddStep("press Z", () => InputManager.PressKey(Key.Z)); | ||
checkKey(() => counter, 2, true); | ||
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z)); | ||
checkKey(() => counter, 2, false); | ||
} | ||
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[Test] | ||
public void TestManiaInputNotReceivedWhilePaused() | ||
{ | ||
KeyCounter counter = null!; | ||
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loadPlayer(() => new ManiaRuleset()); | ||
AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<ManiaAction> actionTrigger && actionTrigger.Action == ManiaAction.Key1)); | ||
checkKey(() => counter, 0, false); | ||
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AddStep("press D", () => InputManager.PressKey(Key.D)); | ||
checkKey(() => counter, 1, true); | ||
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AddStep("release D", () => InputManager.ReleaseKey(Key.D)); | ||
checkKey(() => counter, 1, false); | ||
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AddStep("pause", () => Player.Pause()); | ||
AddStep("press D", () => InputManager.PressKey(Key.D)); | ||
checkKey(() => counter, 1, false); | ||
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AddStep("release D", () => InputManager.ReleaseKey(Key.D)); | ||
checkKey(() => counter, 1, false); | ||
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AddStep("resume", () => Player.Resume()); | ||
AddUntilStep("wait for resume", () => Player.GameplayClockContainer.IsRunning); | ||
checkKey(() => counter, 1, false); | ||
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AddStep("press D", () => InputManager.PressKey(Key.D)); | ||
checkKey(() => counter, 2, true); | ||
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AddStep("release D", () => InputManager.ReleaseKey(Key.D)); | ||
checkKey(() => counter, 2, false); | ||
} | ||
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[Test] | ||
public void TestOsuPreviouslyHeldInputReleaseOnResume() | ||
{ | ||
KeyCounter counterZ = null!; | ||
KeyCounter counterX = null!; | ||
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loadPlayer(() => new OsuRuleset()); | ||
AddStep("get key counter Z", () => counterZ = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<OsuAction> actionTrigger && actionTrigger.Action == OsuAction.LeftButton)); | ||
AddStep("get key counter X", () => counterX = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<OsuAction> actionTrigger && actionTrigger.Action == OsuAction.RightButton)); | ||
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AddStep("press Z", () => InputManager.PressKey(Key.Z)); | ||
AddStep("pause", () => Player.Pause()); | ||
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z)); | ||
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AddStep("resume", () => Player.Resume()); | ||
AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single())); | ||
AddStep("press and release Z", () => InputManager.Key(Key.Z)); | ||
checkKey(() => counterZ, 1, false); | ||
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AddStep("press X", () => InputManager.PressKey(Key.X)); | ||
AddStep("pause", () => Player.Pause()); | ||
AddStep("release X", () => InputManager.ReleaseKey(Key.X)); | ||
checkKey(() => counterX, 1, true); | ||
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AddStep("resume", () => Player.Resume()); | ||
AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single())); | ||
AddStep("press Z to resume", () => InputManager.PressKey(Key.Z)); | ||
checkKey(() => counterZ, 1, false); | ||
checkKey(() => counterX, 1, false); | ||
} | ||
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[Test] | ||
public void TestManiaPreviouslyHeldInputReleaseOnResume() | ||
{ | ||
KeyCounter counter = null!; | ||
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loadPlayer(() => new ManiaRuleset()); | ||
AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<ManiaAction> actionTrigger && actionTrigger.Action == ManiaAction.Key1)); | ||
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AddStep("press D", () => InputManager.PressKey(Key.D)); | ||
AddStep("pause", () => Player.Pause()); | ||
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AddStep("release D", () => InputManager.ReleaseKey(Key.D)); | ||
checkKey(() => counter, 1, true); | ||
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AddStep("resume", () => Player.Resume()); | ||
AddUntilStep("wait for resume", () => Player.GameplayClockContainer.IsRunning); | ||
checkKey(() => counter, 1, false); | ||
} | ||
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[Test] | ||
public void TestOsuHeldInputRemainHeldAfterResume() | ||
{ | ||
KeyCounter counterZ = null!; | ||
KeyCounter counterX = null!; | ||
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loadPlayer(() => new OsuRuleset()); | ||
AddStep("get key counter Z", () => counterZ = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<OsuAction> actionTrigger && actionTrigger.Action == OsuAction.LeftButton)); | ||
AddStep("get key counter X", () => counterX = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<OsuAction> actionTrigger && actionTrigger.Action == OsuAction.RightButton)); | ||
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AddStep("press Z", () => InputManager.PressKey(Key.Z)); | ||
AddStep("pause", () => Player.Pause()); | ||
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z)); | ||
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AddStep("resume", () => Player.Resume()); | ||
AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single())); | ||
AddStep("press Z to resume", () => InputManager.PressKey(Key.Z)); | ||
checkKey(() => counterZ, 1, true); | ||
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AddStep("release Z", () => InputManager.ReleaseKey(Key.Z)); | ||
checkKey(() => counterZ, 1, false); | ||
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AddStep("press X", () => InputManager.PressKey(Key.X)); | ||
checkKey(() => counterX, 1, true); | ||
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AddStep("pause", () => Player.Pause()); | ||
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AddStep("release X", () => InputManager.ReleaseKey(Key.X)); | ||
AddStep("press X", () => InputManager.PressKey(Key.X)); | ||
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AddStep("resume", () => Player.Resume()); | ||
AddStep("go to resume cursor", () => InputManager.MoveMouseTo(this.ChildrenOfType<OsuResumeOverlay.OsuClickToResumeCursor>().Single())); | ||
AddStep("press Z to resume", () => InputManager.PressKey(Key.Z)); | ||
checkKey(() => counterZ, 1, false); | ||
checkKey(() => counterX, 1, true); | ||
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AddStep("release X", () => InputManager.ReleaseKey(Key.X)); | ||
checkKey(() => counterZ, 1, false); | ||
checkKey(() => counterX, 1, false); | ||
} | ||
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[Test] | ||
public void TestManiaHeldInputRemainHeldAfterResume() | ||
{ | ||
KeyCounter counter = null!; | ||
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loadPlayer(() => new ManiaRuleset()); | ||
AddStep("get key counter", () => counter = this.ChildrenOfType<KeyCounter>().Single(k => k.Trigger is KeyCounterActionTrigger<ManiaAction> actionTrigger && actionTrigger.Action == ManiaAction.Key1)); | ||
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AddStep("press D", () => InputManager.PressKey(Key.D)); | ||
checkKey(() => counter, 1, true); | ||
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AddStep("pause", () => Player.Pause()); | ||
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AddStep("release D", () => InputManager.ReleaseKey(Key.D)); | ||
AddStep("press D", () => InputManager.PressKey(Key.D)); | ||
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AddStep("resume", () => Player.Resume()); | ||
AddUntilStep("wait for resume", () => Player.GameplayClockContainer.IsRunning); | ||
checkKey(() => counter, 1, true); | ||
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AddStep("release D", () => InputManager.ReleaseKey(Key.D)); | ||
checkKey(() => counter, 1, false); | ||
} | ||
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private void loadPlayer(Func<Ruleset> createRuleset) | ||
{ | ||
AddStep("set ruleset", () => currentRuleset = createRuleset()); | ||
AddStep("load player", LoadPlayer); | ||
AddUntilStep("player loaded", () => Player.IsLoaded && Player.Alpha == 1); | ||
AddUntilStep("wait for hud", () => Player.HUDOverlay.ChildrenOfType<SkinComponentsContainer>().All(s => s.ComponentsLoaded)); | ||
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AddStep("seek to gameplay", () => Player.GameplayClockContainer.Seek(20000)); | ||
AddUntilStep("wait for seek to finish", () => Player.DrawableRuleset.FrameStableClock.CurrentTime, () => Is.EqualTo(20000).Within(500)); | ||
AddAssert("not in break", () => !Player.IsBreakTime.Value); | ||
} | ||
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private void checkKey(Func<KeyCounter> counter, int count, bool active) | ||
{ | ||
AddAssert($"key count = {count}", () => counter().CountPresses.Value, () => Is.EqualTo(count)); | ||
AddAssert($"key active = {active}", () => counter().IsActive.Value, () => Is.EqualTo(active)); | ||
} | ||
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new PausePlayer(); | ||
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private partial class PausePlayer : TestPlayer | ||
{ | ||
protected override double PauseCooldownDuration => 0; | ||
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public PausePlayer() | ||
: base(allowPause: true, showResults: false) | ||
{ | ||
} | ||
} | ||
} | ||
} |
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