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Avoid randomizing and overestimating logic with simple hardcoding

Not sure what was in my mind while I was pushing that..
This commit is contained in:
Salman Ahmed 2021-05-04 23:36:14 +03:00
parent e00af3e71d
commit 4ceb9b1562

View File

@ -5,7 +5,6 @@ using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Utils;
using osu.Game.Replays;
using osu.Game.Rulesets.Replays;
@ -281,26 +280,39 @@ namespace osu.Game.Tests.NonVisual
}
[Test]
public void TestReplayFrameSortStability()
public void TestReplayFramesSortStability()
{
const double repeating_time = 5000;
int data = 0;
// 1. add a range of frames in which some of them have the constant time 5000, all without any "data".
// 2. randomize the frames.
// 3. assign "data" to each frame in ascending order.
replay.Frames.AddRange(Enumerable.Range(1, 250).Select(i =>
// add a range of frames randomized in time but have a "data" assigned to them in ascending order.
replay.Frames.AddRange(new[]
{
if (RNG.NextBool())
return new TestReplayFrame(repeating_time, true);
else
return new TestReplayFrame(i * 1000, true);
}).OrderBy(_ => RNG.Next()).Select(f => new TestReplayFrame(f.Time, true, ++data)));
new TestReplayFrame(repeating_time, true, 0),
new TestReplayFrame(0, true, 1),
new TestReplayFrame(3000, true, 2),
new TestReplayFrame(repeating_time, true, 3),
new TestReplayFrame(repeating_time, true, 4),
new TestReplayFrame(6000, true, 5),
new TestReplayFrame(9000, true, 6),
new TestReplayFrame(repeating_time, true, 7),
new TestReplayFrame(repeating_time, true, 8),
new TestReplayFrame(1000, true, 9),
new TestReplayFrame(11000, true, 10),
new TestReplayFrame(21000, true, 11),
new TestReplayFrame(4000, true, 12),
new TestReplayFrame(repeating_time, true, 13),
new TestReplayFrame(repeating_time, true, 14),
new TestReplayFrame(8000, true, 15),
new TestReplayFrame(2000, true, 16),
new TestReplayFrame(7000, true, 17),
new TestReplayFrame(repeating_time, true, 18),
new TestReplayFrame(repeating_time, true, 19),
new TestReplayFrame(10000, true, 20),
});
replay.HasReceivedAllFrames = true;
// create a new handler with the replay for the frames to be sorted.
// create a new handler with the replay for the sort to be performed.
handler = new TestInputHandler(replay);
// ensure sort stability by checking whether the "data" assigned to each time-repeated frame is in ascending order, as it was before sort.