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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneKeysPerSecond.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;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Framework.Timing;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mania;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
2022-08-11 15:36:35 +08:00
using osu.Game.Screens.Play.HUD.KeysPerSecond;
using osuTK;
namespace osu.Game.Tests.Visual.Gameplay
{
public class TestSceneKeysPerSecond : OsuTestScene
{
private DependencyProvidingContainer? dependencyContainer;
private MockFrameStableClock? mainClock;
private KeysPerSecondCalculator? calculator;
private ManualInputListener? listener;
[SetUpSteps]
public void SetUpSteps()
{
AddStep("create components", () =>
{
var ruleset = CreateRuleset();
Debug.Assert(ruleset != null);
Children = new Drawable[]
{
dependencyContainer = new DependencyProvidingContainer
{
RelativeSizeAxes = Axes.Both,
CachedDependencies = new (Type, object)[]
{
(typeof(GameplayClock), mainClock = new MockFrameStableClock(new MockFrameBasedClock())),
(typeof(DrawableRuleset), new MockDrawableRuleset(ruleset, mainClock))
}
},
};
});
}
private void createCalculator()
{
AddStep("create calculator", () =>
{
dependencyContainer!.Children = new Drawable[]
{
calculator = new KeysPerSecondCalculator
{
Listener = listener = new ManualInputListener()
},
new DependencyProvidingContainer
{
RelativeSizeAxes = Axes.Both,
CachedDependencies = new (Type, object)[] { (typeof(KeysPerSecondCalculator), calculator) },
Child = new KeysPerSecondCounter // For visual debugging, has no real purpose in the tests
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Scale = new Vector2(5),
}
}
};
});
}
[Test]
public void TestBasicConsistency()
{
createCalculator();
AddStep("Create gradually increasing KPS inputs", () =>
{
addInputs(generateGraduallyIncreasingKps());
});
for (int i = 0; i < 10; i++)
{
seek(i * 10000);
advanceForwards(2);
int kps = i + 1;
AddAssert($"{kps} KPS", () => calculator!.Value == kps);
}
}
[Test]
public void TestRateAdjustConsistency()
{
createCalculator();
AddStep("Create consistent KPS inputs", () => addInputs(generateConsistentKps(10)));
advanceForwards(2);
for (double i = 1; i <= 2; i += 0.25)
{
changeRate(i);
double rate = i;
AddAssert($"KPS approx. = {i}", () => MathHelper.ApproximatelyEquivalent(calculator!.Value, 10 * rate, 0.5));
}
for (double i = 1; i >= 0.5; i -= 0.25)
{
changeRate(i);
double rate = i;
AddAssert($"KPS approx. = {i}", () => MathHelper.ApproximatelyEquivalent(calculator!.Value, 10 * rate, 0.5));
}
}
[Test]
public void TestInputsDiscardedOnRewind()
{
createCalculator();
AddStep("Create consistent KPS inputs", () => addInputs(generateConsistentKps(10)));
seek(1000);
AddAssert("KPS = 10", () => calculator!.Value == 10);
AddStep("Create delayed inputs", () => addInputs(generateConsistentKps(10, 50)));
seek(1000);
AddAssert("KPS didn't changed", () => calculator!.Value == 10);
}
private void seek(double time) => AddStep($"Seek main clock to {time}ms", () => mainClock?.Seek(time));
private void changeRate(double rate) => AddStep($"Change rate to x{rate}", () =>
(mainClock?.UnderlyingClock as MockFrameBasedClock)!.Rate = rate);
private void advanceForwards(int frames = 1) => AddStep($"Advance main clock {frames} frame(s) forward.", () =>
{
if (mainClock == null) return;
MockFrameBasedClock underlyingClock = (MockFrameBasedClock)mainClock.UnderlyingClock;
underlyingClock.Backwards = false;
for (int i = 0; i < frames; i++)
{
underlyingClock.ProcessFrame();
}
});
private void addInputs(IEnumerable<double> inputs)
{
Debug.Assert(mainClock != null && listener != null);
if (!inputs.Any()) return;
double baseTime = mainClock.CurrentTime;
foreach (double timestamp in inputs)
{
mainClock.Seek(timestamp);
listener.AddInput();
}
mainClock.Seek(baseTime);
}
private IEnumerable<double> generateGraduallyIncreasingKps()
{
IEnumerable<double>? final = null;
for (int i = 1; i <= 10; i++)
{
var currentKps = generateConsistentKps(i, (i - 1) * 10000);
if (i == 1)
{
final = currentKps;
continue;
}
final = final!.Concat(currentKps);
}
return final!;
}
private IEnumerable<double> generateConsistentKps(double kps, double start = 0, double duration = 10)
{
double end = start + 1000 * duration;
for (; start < end; start += 1000 / kps)
{
yield return start;
}
}
protected override Ruleset CreateRuleset() => new ManiaRuleset();
#region Mock classes
private class ManualInputListener : KeysPerSecondCalculator.InputListener
{
public override event Action? OnNewInput;
public void AddInput() => OnNewInput?.Invoke();
}
private class MockFrameBasedClock : ManualClock, IFrameBasedClock
{
public const double FRAME_INTERVAL = 1000;
public bool Backwards;
public MockFrameBasedClock()
{
Rate = 1;
IsRunning = true;
}
public void ProcessFrame()
{
CurrentTime += FRAME_INTERVAL * Rate * (Backwards ? -1 : 1);
TimeInfo = new FrameTimeInfo
{
Current = CurrentTime,
Elapsed = FRAME_INTERVAL * Rate * (Backwards ? -1 : 1)
};
}
public void Seek(double time)
{
TimeInfo = new FrameTimeInfo
{
Elapsed = time - CurrentTime,
Current = CurrentTime = time
};
}
public double ElapsedFrameTime => TimeInfo.Elapsed;
public double FramesPerSecond => 1 / FRAME_INTERVAL;
public FrameTimeInfo TimeInfo { get; private set; }
}
private class MockFrameStableClock : GameplayClock, IFrameStableClock
{
public MockFrameStableClock(MockFrameBasedClock underlyingClock)
: base(underlyingClock)
{
}
public void Seek(double time) => (UnderlyingClock as MockFrameBasedClock)?.Seek(time);
public IBindable<bool> IsCatchingUp => new Bindable<bool>();
public IBindable<bool> WaitingOnFrames => new Bindable<bool>();
}
private class MockDrawableRuleset : DrawableRuleset
{
public MockDrawableRuleset(Ruleset ruleset, IFrameStableClock clock)
: base(ruleset)
{
FrameStableClock = clock;
}
#pragma warning disable CS0067
public override event Action<JudgementResult>? NewResult;
public override event Action<JudgementResult>? RevertResult;
#pragma warning restore CS0067
public override Playfield? Playfield => null;
public override Container? Overlays => null;
public override Container? FrameStableComponents => null;
public override IFrameStableClock FrameStableClock { get; }
internal override bool FrameStablePlayback { get; set; }
public override IReadOnlyList<Mod> Mods => Array.Empty<Mod>();
public override IEnumerable<HitObject> Objects => Array.Empty<HitObject>();
public override double GameplayStartTime => 0;
public override GameplayCursorContainer? Cursor => null;
public override void SetReplayScore(Score replayScore)
{
}
public override void SetRecordTarget(Score score)
{
}
public override void RequestResume(Action continueResume)
{
}
public override void CancelResume()
{
}
}
#endregion
}
}