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Add more testcases + fix up seeking a bit more

This commit is contained in:
smoogipoo 2018-03-15 15:40:52 +09:00
parent f693fbf92d
commit 50f9d810dd
2 changed files with 163 additions and 41 deletions

View File

@ -43,7 +43,8 @@ namespace osu.Game.Tests.Visual
new TimingControlPoint { Time = 100, BeatLength = 400 },
new TimingControlPoint { Time = 175, BeatLength = 800 },
new TimingControlPoint { Time = 350, BeatLength = 200 },
new TimingControlPoint { Time = 450, BeatLength = 100 }
new TimingControlPoint { Time = 450, BeatLength = 100 },
new TimingControlPoint { Time = 500, BeatLength = 307.69230769230802 }
}
},
HitObjects =
@ -71,12 +72,15 @@ namespace osu.Game.Tests.Visual
}
};
// testSeekNoSnapping();
// testSeekSnappingOnBeat();
// testSeekSnappingInBetweenBeat();
// testSeekForwardNoSnapping();
// testSeekForwardSnappingOnBeat();
testSeekNoSnapping();
testSeekSnappingOnBeat();
testSeekSnappingInBetweenBeat();
testSeekForwardNoSnapping();
testSeekForwardSnappingOnBeat();
testSeekForwardSnappingFromInBetweenBeat();
testSeekBackwardSnappingOnBeat();
testSeekBackwardSnappingFromInBetweenBeat();
testSeekingWithFloatingPointBeatLength();
}
/// <summary>
@ -149,7 +153,7 @@ namespace osu.Game.Tests.Visual
}
/// <summary>
/// Tests that when seeking forward with no beat snapping, beats are never snapped to, nor the next timing point (if we've skipped it).
/// Tests that when seeking forward with no beat snapping, beats are never explicitly snapped to, nor the next timing point (if we've skipped it).
/// </summary>
private void testSeekForwardNoSnapping()
{
@ -174,17 +178,17 @@ namespace osu.Game.Tests.Visual
{
reset();
AddStep("SeekForward", () => composer.SeekForward(true));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 50", () => track.CurrentTime == 50);
AddStep("SeekForward", () => composer.SeekForward(true));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 100", () => track.CurrentTime == 100);
AddStep("SeekForward", () => composer.SeekForward(true));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 175", () => track.CurrentTime == 175);
AddStep("SeekForward", () => composer.SeekForward(true));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 350", () => track.CurrentTime == 350);
AddStep("SeekForward", () => composer.SeekForward(true));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 400", () => track.CurrentTime == 400);
AddStep("SeekForward", () => composer.SeekForward(true));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 450", () => track.CurrentTime == 450);
}
@ -197,31 +201,131 @@ namespace osu.Game.Tests.Visual
reset();
AddStep("Seek(49)", () => composer.SeekTo(49));
AddStep("SeekForward", () => composer.SeekForward(true));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 50", () => track.CurrentTime == 50);
AddStep("Seek(49.999)", () => composer.SeekTo(49.999));
AddStep("SeekForward", () => composer.SeekForward(true));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 50", () => track.CurrentTime == 50);
AddStep("Seek(99)", () => composer.SeekTo(99));
AddStep("SeekForward", () => composer.SeekForward(true));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 100", () => track.CurrentTime == 100);
AddStep("Seek(99.999)", () => composer.SeekTo(99.999));
AddStep("SeekForward", () => composer.SeekForward(true));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 100", () => track.CurrentTime == 100);
AddStep("Seek(174)", () => composer.SeekTo(174));
AddStep("SeekForward", () => composer.SeekForward(true));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 175", () => track.CurrentTime == 175);
AddStep("Seek(349)", () => composer.SeekTo(349));
AddStep("SeekForward", () => composer.SeekForward(true));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 350", () => track.CurrentTime == 350);
AddStep("Seek(399)", () => composer.SeekTo(399));
AddStep("SeekForward", () => composer.SeekForward(true));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 400", () => track.CurrentTime == 400);
AddStep("Seek(449)", () => composer.SeekTo(449));
AddStep("SeekForward", () => composer.SeekForward(true));
AddStep("SeekForward, Snap", () => composer.SeekForward(true));
AddAssert("Time = 450", () => track.CurrentTime == 450);
}
/// <summary>
/// Tests that when seeking backward with no beat snapping, beats are never explicitly snapped to, nor the next timing point (if we've skipped it).
/// </summary>
private void testSeekBackwardNoSnapping()
{
reset();
AddStep("Seek(450)", () => composer.SeekTo(450));
AddStep("SeekBackward", () => composer.SeekBackward());
AddAssert("Time = 425", () => track.CurrentTime == 425);
AddStep("SeekBackward", () => composer.SeekBackward());
AddAssert("Time = 375", () => track.CurrentTime == 375);
AddStep("SeekBackward", () => composer.SeekBackward());
AddAssert("Time = 325", () => track.CurrentTime == 325);
AddStep("SeekBackward", () => composer.SeekBackward());
AddAssert("Time = 125", () => track.CurrentTime == 125);
AddStep("SeekBackward", () => composer.SeekBackward());
AddAssert("Time = 25", () => track.CurrentTime == 25);
AddStep("SeekBackward", () => composer.SeekBackward());
AddAssert("Time = 0", () => track.CurrentTime == 0);
}
/// <summary>
/// Tests that when seeking backward with beat snapping, all beats are snapped to and timing points are never skipped.
/// </summary>
private void testSeekBackwardSnappingOnBeat()
{
reset();
AddStep("Seek(450)", () => composer.SeekTo(450));
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
AddAssert("Time = 400", () => track.CurrentTime == 400);
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
AddAssert("Time = 350", () => track.CurrentTime == 350);
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
AddAssert("Time = 175", () => track.CurrentTime == 175);
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
AddAssert("Time = 100", () => track.CurrentTime == 100);
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
AddAssert("Time = 50", () => track.CurrentTime == 50);
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
AddAssert("Time = 0", () => track.CurrentTime == 0);
}
/// <summary>
/// Tests that when seeking backward from in-between two beats, the previous beat or timing point is snapped to, and no beats are skipped.
/// This will also test being extremely close to the previous beat/timing point, to ensure rounding is not an issue.
/// </summary>
private void testSeekBackwardSnappingFromInBetweenBeat()
{
reset();
AddStep("Seek(451)", () => composer.SeekTo(451));
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
AddAssert("Time = 450", () => track.CurrentTime == 450);
AddStep("Seek(450.999)", () => composer.SeekTo(450.999));
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
AddAssert("Time = 450", () => track.CurrentTime == 450);
AddStep("Seek(401)", () => composer.SeekTo(401));
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
AddAssert("Time = 400", () => track.CurrentTime == 400);
AddStep("Seek(401.999)", () => composer.SeekTo(401.999));
AddStep("SeekBackward, Snap", () => composer.SeekBackward(true));
AddAssert("Time = 400", () => track.CurrentTime == 400);
}
/// <summary>
/// Tests that there are no rounding issues when snapping to beats within a timing point with a floating-point beatlength.
/// </summary>
private void testSeekingWithFloatingPointBeatLength()
{
reset();
double lastTime = 0;
AddStep("Seek(0)", () => composer.SeekTo(0));
for (int i = 0; i < 20; i++)
{
AddStep("SeekForward, Snap", () =>
{
lastTime = track.CurrentTime;
composer.SeekForward(true);
});
AddAssert("Time > lastTime", () => track.CurrentTime > lastTime);
}
for (int i = 0; i < 20; i++)
{
AddStep("SeekBackward, Snap", () =>
{
lastTime = track.CurrentTime;
composer.SeekBackward(true);
});
AddAssert("Time < lastTime", () => track.CurrentTime < lastTime);
}
AddAssert("Time = 0", () => track.CurrentTime == 0);
}
private void reset()
{
AddStep("Reset", () => composer.SeekTo(0));

View File

@ -10,6 +10,7 @@ using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Framework.Logging;
using osu.Framework.MathUtils;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Edit.Layers;
@ -196,40 +197,57 @@ namespace osu.Game.Rulesets.Edit
// Todo: This should not be a constant, but feels good for now
const int beat_snap_divisor = 4;
var currentTimingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(adjustableClock.CurrentTime);
double seekAmount = currentTimingPoint.BeatLength / beat_snap_divisor;
var cpi = beatmap.Value.Beatmap.ControlPointInfo;
var timingPoint = cpi.TimingPointAt(adjustableClock.CurrentTime);
if (direction < 0 && timingPoint.Time == adjustableClock.CurrentTime)
{
// When going backwards, we care about the timing point that was _previously_ active at the current time
int activeIndex = cpi.TimingPoints.IndexOf(timingPoint);
while (activeIndex > 0 && adjustableClock.CurrentTime == timingPoint.Time)
timingPoint = cpi.TimingPoints[--activeIndex];
}
double seekAmount = timingPoint.BeatLength / beat_snap_divisor;
double seekTime = adjustableClock.CurrentTime + seekAmount * direction;
if (!snapped)
if (!snapped || cpi.TimingPoints.Count == 0)
{
adjustableClock.Seek(seekTime);
return;
}
var nextTimingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPoints.FirstOrDefault(t => t.Time > currentTimingPoint.Time);
var firstTimingPoint = beatmap.Value.Beatmap.ControlPointInfo.TimingPoints.First();
// We will be snapping to beats within timingPoint
seekTime -= timingPoint.Time;
if (currentTimingPoint != firstTimingPoint && seekTime < currentTimingPoint.Time)
adjustableClock.Seek(currentTimingPoint.Time - 1); // -1 to be in the prior timing point's boundary
else if (seekTime >= nextTimingPoint?.Time)
adjustableClock.Seek(nextTimingPoint.Time); // +1 to be in the next timing point's boundary
// Determine the index from timingPoint of the closest beat to seekTime, accounting for scrolling direction
int closestBeat;
if (direction > 0)
closestBeat = (int)Math.Floor(seekTime / seekAmount);
else
closestBeat = (int)Math.Ceiling(seekTime / seekAmount);
seekTime = timingPoint.Time + closestBeat * seekAmount;
// Due to the rounding above, we may end up on the same beat. This will effectively cause 0 seeking to happen
// so we can just seek to the next beat in the direction if this is the case
if (Math.Abs(adjustableClock.CurrentTime - seekTime) == 0)
{
// We will be snapping to beats within the timing point
seekTime -= currentTimingPoint.Time;
// Determine the index from the current timing point of the closest beat to seekTime, accounting for scrolling direction
int closestBeat;
if (direction > 0)
closestBeat = (int)Math.Floor(seekTime / seekAmount);
closestBeat++;
else
closestBeat = (int)Math.Ceiling(seekTime / seekAmount);
seekTime = currentTimingPoint.Time + closestBeat * seekAmount;
adjustableClock.Seek(seekTime);
closestBeat--;
seekTime = timingPoint.Time + closestBeat * seekAmount;
}
if (seekTime < timingPoint.Time)
seekTime = timingPoint.Time;
var nextTimingPoint = cpi.TimingPoints.FirstOrDefault(t => t.Time > timingPoint.Time);
if (seekTime >= nextTimingPoint?.Time)
seekTime = nextTimingPoint.Time;
adjustableClock.Seek(seekTime);
}
private void setCompositionTool(ICompositionTool tool) => CurrentTool = tool;