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Add failing test cases
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@ -7,6 +7,7 @@ using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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@ -184,6 +185,49 @@ namespace osu.Game.Rulesets.Osu.Tests
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AddAssert("spm still valid", () => Precision.AlmostEquals(drawableSpinner.SpmCounter.SpinsPerMinute, estimatedSpm, 1.0));
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}
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[TestCase(0.5)]
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[TestCase(2.0)]
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public void TestSpinUnaffectedByClockRate(double rate)
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{
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double expectedProgress = 0;
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double expectedSpm = 0;
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addSeekStep(1000);
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AddStep("retrieve spinner state", () =>
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{
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expectedProgress = drawableSpinner.Progress;
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expectedSpm = drawableSpinner.SpmCounter.SpinsPerMinute;
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});
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addSeekStep(0);
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AddStep("adjust track rate", () => track.AddAdjustment(AdjustableProperty.Tempo, new BindableDouble(rate)));
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// autoplay replay frames use track time;
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// if a spin takes 1000ms in track time and we're playing with a 2x rate adjustment, the spin will take 500ms of *real* time.
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// therefore we need to apply the rate adjustment to the replay itself to change from track time to real time,
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// as real time is what we care about for spinners
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// (so we're making the spin take 1000ms in real time *always*, regardless of the track clock's rate).
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transformReplay(replay => applyRateAdjustment(replay, rate));
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addSeekStep(1000);
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AddAssert("progress almost same", () => Precision.AlmostEquals(expectedProgress, drawableSpinner.Progress, 0.05));
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AddAssert("spm almost same", () => Precision.AlmostEquals(expectedSpm, drawableSpinner.SpmCounter.SpinsPerMinute, 2.0));
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}
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private Replay applyRateAdjustment(Replay scoreReplay, double rate) => new Replay
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{
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Frames = scoreReplay
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.Frames
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.Cast<OsuReplayFrame>()
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.Select(replayFrame =>
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{
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var adjustedTime = replayFrame.Time * rate;
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return new OsuReplayFrame(adjustedTime, replayFrame.Position, replayFrame.Actions.ToArray());
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})
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.Cast<ReplayFrame>()
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.ToList()
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};
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private void addSeekStep(double time)
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{
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AddStep($"seek to {time}", () => track.Seek(time));
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