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osu-lazer/osu.Game.Tests/NonVisual/FramedReplayinputHandlerTest.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.
using System.Collections.Generic;
using NUnit.Framework;
using osu.Game.Replays;
using osu.Game.Rulesets.Replays;
namespace osu.Game.Tests.NonVisual
{
[TestFixture]
public class FramedReplayinputHandlerTest
{
private Replay replay;
private TestInputHandler handler;
[SetUp]
public void SetUp()
{
handler = new TestInputHandler(replay = new Replay
{
Frames = new List<ReplayFrame>
{
new TestReplayFrame(0),
new TestReplayFrame(1000),
new TestReplayFrame(2000),
new TestReplayFrame(3000, true),
new TestReplayFrame(4000, true),
new TestReplayFrame(5000, true),
new TestReplayFrame(7000, true),
new TestReplayFrame(8000),
}
});
}
[Test]
public void TestNormalPlayback()
{
Assert.IsNull(handler.CurrentFrame);
confirmCurrentFrame(null);
confirmNextFrame(0);
setTime(0, 0);
confirmCurrentFrame(0);
confirmNextFrame(1);
//if we hit the first frame perfectly, time should progress to it.
setTime(1000, 1000);
confirmCurrentFrame(1);
confirmNextFrame(2);
//in between non-important frames should progress based on input.
setTime(1200, 1200);
confirmCurrentFrame(1);
setTime(1400, 1400);
confirmCurrentFrame(1);
// progressing beyond the next frame should force time to that frame once.
setTime(2200, 2000);
confirmCurrentFrame(2);
// second attempt should progress to input time
setTime(2200, 2200);
confirmCurrentFrame(2);
// entering important section
setTime(3000, 3000);
confirmCurrentFrame(3);
// cannot progress within
setTime(3500, null);
confirmCurrentFrame(3);
setTime(4000, 4000);
confirmCurrentFrame(4);
// still cannot progress
setTime(4500, null);
confirmCurrentFrame(4);
setTime(5200, 5000);
confirmCurrentFrame(5);
// important section AllowedImportantTimeSpan allowance
setTime(5200, 5200);
confirmCurrentFrame(5);
setTime(7200, 7000);
confirmCurrentFrame(6);
setTime(7200, null);
confirmCurrentFrame(6);
// exited important section
setTime(8200, 8000);
confirmCurrentFrame(7);
confirmNextFrame(null);
setTime(8200, 8200);
confirmCurrentFrame(7);
confirmNextFrame(null);
}
[Test]
public void TestIntroTime()
{
setTime(-1000, -1000);
confirmCurrentFrame(null);
confirmNextFrame(0);
setTime(-500, -500);
confirmCurrentFrame(null);
confirmNextFrame(0);
setTime(0, 0);
confirmCurrentFrame(0);
confirmNextFrame(1);
}
[Test]
public void TestBasicRewind()
{
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setTime(2800, 0);
setTime(2800, 1000);
setTime(2800, 2000);
setTime(2800, 2800);
confirmCurrentFrame(2);
confirmNextFrame(3);
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// pivot without crossing a frame boundary
setTime(2700, 2700);
confirmCurrentFrame(2);
confirmNextFrame(1);
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// cross current frame boundary; should not yet update frame
setTime(1980, 1980);
confirmCurrentFrame(2);
confirmNextFrame(1);
setTime(1200, 1200);
confirmCurrentFrame(2);
confirmNextFrame(1);
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//ensure each frame plays out until start
setTime(-500, 1000);
confirmCurrentFrame(1);
confirmNextFrame(0);
setTime(-500, 0);
confirmCurrentFrame(0);
confirmNextFrame(null);
setTime(-500, -500);
confirmCurrentFrame(0);
confirmNextFrame(null);
}
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[Test]
public void TestRewindInsideImportantSection()
{
// fast forward to important section
while (handler.SetFrameFromTime(3000) != null)
{
}
setTime(4000, 4000);
confirmCurrentFrame(4);
confirmNextFrame(5);
setTime(3500, null);
confirmCurrentFrame(4);
confirmNextFrame(3);
setTime(3000, 3000);
confirmCurrentFrame(3);
confirmNextFrame(2);
setTime(3500, null);
confirmCurrentFrame(3);
confirmNextFrame(4);
setTime(4000, 4000);
confirmCurrentFrame(4);
confirmNextFrame(5);
setTime(4500, null);
confirmCurrentFrame(4);
confirmNextFrame(5);
setTime(4000, null);
confirmCurrentFrame(4);
confirmNextFrame(5);
setTime(3500, null);
confirmCurrentFrame(4);
confirmNextFrame(3);
setTime(3000, 3000);
confirmCurrentFrame(3);
confirmNextFrame(2);
}
[Test]
public void TestRewindOutOfImportantSection()
{
// fast forward to important section
while (handler.SetFrameFromTime(3500) != null)
{
}
confirmCurrentFrame(3);
confirmNextFrame(4);
setTime(3200, null);
// next frame doesn't change even though direction reversed, because of important section.
confirmCurrentFrame(3);
confirmNextFrame(4);
setTime(3000, null);
confirmCurrentFrame(3);
confirmNextFrame(4);
setTime(2800, 2800);
confirmCurrentFrame(3);
confirmNextFrame(2);
}
private void setTime(double set, double? expect)
{
Assert.AreEqual(expect, handler.SetFrameFromTime(set));
}
private void confirmCurrentFrame(int? frame)
{
if (frame.HasValue)
{
Assert.IsNotNull(handler.CurrentFrame);
Assert.AreEqual(replay.Frames[frame.Value].Time, handler.CurrentFrame.Time);
}
else
{
Assert.IsNull(handler.CurrentFrame);
}
}
private void confirmNextFrame(int? frame)
{
if (frame.HasValue)
{
Assert.IsNotNull(handler.NextFrame);
Assert.AreEqual(replay.Frames[frame.Value].Time, handler.NextFrame.Time);
}
else
{
Assert.IsNull(handler.NextFrame);
}
}
private class TestReplayFrame : ReplayFrame
{
public readonly bool IsImportant;
public TestReplayFrame(double time, bool isImportant = false)
: base(time)
{
IsImportant = isImportant;
}
}
private class TestInputHandler : FramedReplayInputHandler<TestReplayFrame>
{
public TestInputHandler(Replay replay)
: base(replay)
{
}
protected override double AllowedImportantTimeSpan => 1000;
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protected override bool IsImportant(TestReplayFrame frame) => frame.IsImportant;
}
}
}