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Merge pull request #31459 from peppy/fix-replay-frame-separation
Fix rate adjustments changing the spacing between replay frames
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commit
074b743ee6
@ -15,6 +15,7 @@ using osu.Framework.Input.Events;
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using osu.Framework.Input.StateChanges;
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using osu.Framework.Testing;
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using osu.Framework.Threading;
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using osu.Framework.Timing;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Replays;
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using osu.Game.Rulesets;
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@ -42,6 +43,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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private GameplayState gameplayState;
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private Drawable content;
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[SetUpSteps]
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public void SetUpSteps()
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{
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@ -58,7 +61,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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RelativeSizeAxes = Axes.Both,
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CachedDependencies = new (Type, object)[] { (typeof(GameplayState), gameplayState) },
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Child = createContent(),
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Child = content = createContent(),
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};
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});
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}
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@ -67,10 +70,32 @@ namespace osu.Game.Tests.Visual.Gameplay
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public void TestBasic()
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{
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AddStep("move to center", () => InputManager.MoveMouseTo(recordingManager.ScreenSpaceDrawQuad.Centre));
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AddUntilStep("at least one frame recorded", () => replay.Frames.Count > 0);
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AddUntilStep("at least one frame recorded", () => replay.Frames.Count, () => Is.GreaterThanOrEqualTo(0));
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AddUntilStep("position matches", () => playbackManager.ChildrenOfType<Box>().First().Position == recordingManager.ChildrenOfType<Box>().First().Position);
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}
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[Test]
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[Explicit("Making this test work in a headless context is high effort due to rate adjustment requirements not aligning with the global fast clock. StopwatchClock usage would need to be replace with a rate adjusting clock that still reads from the parent clock. High effort for a test which likely will not see any changes to covered code for some years.")]
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public void TestSlowClockStillRecordsFramesInRealtime()
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{
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ScheduledDelegate moveFunction = null;
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AddStep("set slow running clock", () =>
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{
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var stopwatchClock = new StopwatchClock(true) { Rate = 0.01 };
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stopwatchClock.Seek(Clock.CurrentTime);
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content.Clock = new FramedClock(stopwatchClock);
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});
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AddStep("move to center", () => InputManager.MoveMouseTo(recordingManager.ScreenSpaceDrawQuad.Centre));
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AddStep("much move", () => moveFunction = Scheduler.AddDelayed(() =>
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InputManager.MoveMouseTo(InputManager.CurrentState.Mouse.Position + new Vector2(-1, 0)), 10, true));
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AddWaitStep("move", 10);
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AddStep("stop move", () => moveFunction.Cancel());
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AddAssert("at least 60 frames recorded", () => replay.Frames.Count, () => Is.GreaterThanOrEqualTo(60));
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}
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[Test]
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public void TestHighFrameRate()
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{
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@ -81,7 +106,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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InputManager.MoveMouseTo(InputManager.CurrentState.Mouse.Position + new Vector2(-1, 0)), 10, true));
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AddWaitStep("move", 10);
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AddStep("stop move", () => moveFunction.Cancel());
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AddAssert("at least 60 frames recorded", () => replay.Frames.Count > 60);
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AddAssert("at least 60 frames recorded", () => replay.Frames.Count, () => Is.GreaterThanOrEqualTo(60));
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}
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[Test]
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@ -97,7 +122,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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InputManager.MoveMouseTo(InputManager.CurrentState.Mouse.Position + new Vector2(-1, 0)), 10, true));
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AddWaitStep("move", 10);
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AddStep("stop move", () => moveFunction.Cancel());
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AddAssert("less than 10 frames recorded", () => replay.Frames.Count - initialFrameCount < 10);
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AddAssert("less than 10 frames recorded", () => replay.Frames.Count - initialFrameCount, () => Is.LessThan(10));
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}
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[Test]
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@ -114,7 +139,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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}, 10, true));
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AddWaitStep("move", 10);
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AddStep("stop move", () => moveFunction.Cancel());
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AddAssert("at least 60 frames recorded", () => replay.Frames.Count > 60);
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AddAssert("at least 60 frames recorded", () => replay.Frames.Count, () => Is.GreaterThanOrEqualTo(60));
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}
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protected override void Update()
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@ -27,7 +27,10 @@ namespace osu.Game.Rulesets.UI
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private InputManager inputManager;
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public int RecordFrameRate = 60;
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/// <summary>
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/// The frame rate to record replays at.
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/// </summary>
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public int RecordFrameRate { get; set; } = 60;
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[Resolved]
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private SpectatorClient spectatorClient { get; set; }
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@ -76,7 +79,7 @@ namespace osu.Game.Rulesets.UI
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{
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var last = target.Replay.Frames.LastOrDefault();
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if (!important && last != null && Time.Current - last.Time < (1000d / RecordFrameRate))
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if (!important && last != null && Time.Current - last.Time < (1000d / RecordFrameRate) * Clock.Rate)
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return;
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var position = ScreenSpaceToGamefield?.Invoke(inputManager.CurrentState.Mouse.Position) ?? inputManager.CurrentState.Mouse.Position;
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