diff --git a/osu.Game.Tests/NonVisual/FramedReplayInputHandlerTest.cs b/osu.Game.Tests/NonVisual/FramedReplayInputHandlerTest.cs index a42b7d54ee..407dec936b 100644 --- a/osu.Game.Tests/NonVisual/FramedReplayInputHandlerTest.cs +++ b/osu.Game.Tests/NonVisual/FramedReplayInputHandlerTest.cs @@ -3,6 +3,7 @@ using System; using System.Collections.Generic; +using System.Linq; using NUnit.Framework; using osu.Game.Replays; using osu.Game.Rulesets.Replays; @@ -278,6 +279,54 @@ namespace osu.Game.Tests.NonVisual setTime(-100, -100); } + [Test] + public void TestReplayFramesSortStability() + { + const double repeating_time = 5000; + + // add a collection of frames in shuffled order time-wise; each frame also stores its original index to check stability later. + // data is hand-picked and breaks if the unstable List.Sort() is used. + // in theory this can still return a false-positive with another unstable algorithm if extremely unlucky, + // but there is no conceivable fool-proof way to prevent that anyways. + replay.Frames.AddRange(new[] + { + repeating_time, + 0, + 3000, + repeating_time, + repeating_time, + 6000, + 9000, + repeating_time, + repeating_time, + 1000, + 11000, + 21000, + 4000, + repeating_time, + repeating_time, + 8000, + 2000, + 7000, + repeating_time, + repeating_time, + 10000 + }.Select((time, index) => new TestReplayFrame(time, true, index))); + + replay.HasReceivedAllFrames = true; + + // create a new handler with the replay for the sort to be performed. + handler = new TestInputHandler(replay); + + // ensure sort stability by checking that the frames with time == repeating_time are sorted in ascending frame index order themselves. + var repeatingTimeFramesData = replay.Frames + .Cast() + .Where(f => f.Time == repeating_time) + .Select(f => f.FrameIndex); + + Assert.That(repeatingTimeFramesData, Is.Ordered.Ascending); + } + private void setReplayFrames() { replay.Frames = new List @@ -324,11 +373,13 @@ namespace osu.Game.Tests.NonVisual private class TestReplayFrame : ReplayFrame { public readonly bool IsImportant; + public readonly int FrameIndex; - public TestReplayFrame(double time, bool isImportant = false) + public TestReplayFrame(double time, bool isImportant = false, int frameIndex = 0) : base(time) { IsImportant = isImportant; + FrameIndex = frameIndex; } } diff --git a/osu.Game/Rulesets/Replays/FramedReplayInputHandler.cs b/osu.Game/Rulesets/Replays/FramedReplayInputHandler.cs index 0f25a45177..bc8994bbe5 100644 --- a/osu.Game/Rulesets/Replays/FramedReplayInputHandler.cs +++ b/osu.Game/Rulesets/Replays/FramedReplayInputHandler.cs @@ -5,6 +5,7 @@ using System; using System.Collections.Generic; +using System.Linq; using JetBrains.Annotations; using osu.Game.Input.Handlers; using osu.Game.Replays; @@ -97,7 +98,7 @@ namespace osu.Game.Rulesets.Replays { // TODO: This replay frame ordering should be enforced on the Replay type. // Currently, the ordering can be broken if the frames are added after this construction. - replay.Frames.Sort((x, y) => x.Time.CompareTo(y.Time)); + replay.Frames = replay.Frames.OrderBy(f => f.Time).ToList(); this.replay = replay; currentFrameIndex = -1;