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osu-lazer/osu.Game/Tests/Beatmaps/TestWorkingBeatmap.cs

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// 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.
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using System;
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using osu.Framework.Audio.Track;
using osu.Framework.Graphics.Textures;
using osu.Framework.Timing;
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using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osuTK;
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namespace osu.Game.Tests.Beatmaps
{
public class TestWorkingBeatmap : WorkingBeatmap
{
private readonly TrackVirtualManual track;
private readonly IBeatmap beatmap;
/// <summary>
/// Create an instance which creates a <see cref="TestBeatmap"/> for the provided ruleset when requested.
/// </summary>
/// <param name="ruleset">The target ruleset.</param>
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/// <param name="referenceClock">A clock which should be used instead of a stopwatch for virtual time progression.</param>
public TestWorkingBeatmap(RulesetInfo ruleset, IFrameBasedClock referenceClock)
: this(new TestBeatmap(ruleset), referenceClock)
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{
}
/// <summary>
/// Create an instance which provides the <see cref="IBeatmap"/> when requested.
/// </summary>
/// <param name="beatmap">The beatmap</param>
/// <param name="referenceClock">An optional clock which should be used instead of a stopwatch for virtual time progression.</param>
public TestWorkingBeatmap(IBeatmap beatmap, IFrameBasedClock referenceClock = null)
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: base(beatmap.BeatmapInfo)
{
this.beatmap = beatmap;
if (referenceClock != null)
track = new TrackVirtualManual(referenceClock);
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}
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protected override IBeatmap GetBeatmap() => beatmap;
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protected override Texture GetBackground() => null;
protected override Track GetTrack() => track;
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/// <summary>
/// A virtual track which tracks a reference clock.
/// </summary>
public class TrackVirtualManual : Track
{
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private readonly IFrameBasedClock referenceClock;
private readonly ManualClock clock = new ManualClock();
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private bool running;
/// <summary>
/// Local offset added to the reference clock to resolve correct time.
/// </summary>
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private double offset;
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public TrackVirtualManual(IFrameBasedClock referenceClock)
{
this.referenceClock = referenceClock;
Length = double.PositiveInfinity;
}
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public override bool Seek(double seek)
{
offset = MathHelper.Clamp(seek, 0, Length);
lastReferenceTime = null;
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return true;
}
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public override void Start()
{
running = true;
}
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public override void Reset()
{
Seek(0);
base.Reset();
}
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public override void Stop()
{
if (running)
{
running = false;
// on stopping, the current value should be transferred out of the clock, as we can no longer rely on
// the referenceClock (which will still be counting time).
offset = clock.CurrentTime;
lastReferenceTime = null;
}
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}
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public override bool IsRunning => running;
private double? lastReferenceTime;
public override double CurrentTime => clock.CurrentTime;
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protected override void UpdateState()
{
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base.UpdateState();
if (running)
{
double refTime = referenceClock.CurrentTime;
if (!lastReferenceTime.HasValue)
{
// if the clock just started running, the current value should be transferred to the offset
// (to zero the progression of time).
offset -= refTime;
}
lastReferenceTime = refTime;
}
clock.CurrentTime = Math.Min((lastReferenceTime ?? 0) + offset, Length);
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if (CurrentTime >= Length)
{
Stop();
RaiseCompleted();
}
}
}
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}
}