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mirror of https://github.com/ppy/osu.git synced 2024-11-06 06:17:23 +08:00

Fix many behavioural issues and add tests

This commit is contained in:
Dean Herbert 2019-03-28 19:28:13 +09:00
parent 09a7950a3b
commit 70f99400ad
4 changed files with 245 additions and 18 deletions

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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Diagnostics;
using osu.Framework.Input.StateChanges;
using osu.Framework.MathUtils;
using osu.Game.Replays;
@ -27,7 +28,9 @@ namespace osu.Game.Rulesets.Catch.Replays
if (frame == null)
return null;
return Interpolation.ValueAt(CurrentTime, frame.Position, NextFrame.Position, frame.Time, NextFrame.Time);
Debug.Assert(CurrentTime != null);
return Interpolation.ValueAt(CurrentTime.Value, frame.Position, NextFrame.Position, frame.Time, NextFrame.Time);
}
}

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@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Input.StateChanges;
using osu.Framework.MathUtils;
@ -29,7 +30,9 @@ namespace osu.Game.Rulesets.Osu.Replays
if (frame == null)
return null;
return Interpolation.ValueAt(CurrentTime, frame.Position, NextFrame.Position, frame.Time, NextFrame.Time);
Debug.Assert(CurrentTime != null);
return Interpolation.ValueAt(CurrentTime.Value, frame.Position, NextFrame.Position, frame.Time, NextFrame.Time);
}
}

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@ -0,0 +1,211 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Collections.Generic;
using NUnit.Framework;
using osu.Game.Replays;
using osu.Game.Rulesets.Replays;
namespace osu.Game.Tests.NonVisual
{
[TestFixture]
public class FramedReplayinputHandlerTest
{
private Replay replay;
private TestInputHandler handler;
[SetUp]
public void SetUp()
{
handler = new TestInputHandler(replay = new Replay
{
Frames = new List<ReplayFrame>
{
new TestReplayFrame(0),
new TestReplayFrame(1000),
new TestReplayFrame(2000),
new TestReplayFrame(3000, true),
new TestReplayFrame(4000, true),
new TestReplayFrame(5000, true),
new TestReplayFrame(7000, true),
new TestReplayFrame(8000),
}
});
}
[Test]
public void TestNormalPlayback()
{
Assert.IsNull(handler.CurrentFrame);
confirmCurrentFrame(null);
confirmNextFrame(0);
setTime(0, 0);
confirmCurrentFrame(0);
confirmNextFrame(1);
//if we hit the first frame perfectly, time should progress to it.
setTime(1000, 1000);
confirmCurrentFrame(1);
confirmNextFrame(2);
//in between non-important frames should progress based on input.
setTime(1200, 1200);
confirmCurrentFrame(1);
setTime(1400, 1400);
confirmCurrentFrame(1);
// progressing beyond the next frame should force time to that frame once.
setTime(2200, 2000);
confirmCurrentFrame(2);
// second attempt should progress to input time
setTime(2200, 2200);
confirmCurrentFrame(2);
// entering important section
setTime(3000, 3000);
confirmCurrentFrame(3);
// cannot progress within
setTime(3500, null);
confirmCurrentFrame(3);
setTime(4000, 4000);
confirmCurrentFrame(4);
// still cannot progress
setTime(4500, null);
confirmCurrentFrame(4);
setTime(5200, 5000);
confirmCurrentFrame(5);
// important section AllowedImportantTimeSpan allowance
setTime(5200, 5200);
confirmCurrentFrame(5);
setTime(7200, 7000);
confirmCurrentFrame(6);
setTime(7200, null);
confirmCurrentFrame(6);
// exited important section
setTime(8200, 8000);
confirmCurrentFrame(7);
confirmNextFrame(null);
setTime(8200, 8200);
confirmCurrentFrame(7);
confirmNextFrame(null);
}
[Test]
public void TestIntroTime()
{
setTime(-1000, -1000);
confirmCurrentFrame(null);
confirmNextFrame(0);
setTime(-500, -500);
confirmCurrentFrame(null);
confirmNextFrame(0);
setTime(0, 0);
confirmCurrentFrame(0);
confirmNextFrame(1);
}
[Test]
public void TestBasicRewind()
{
setTime(3000, 0);
setTime(3000, 1000);
setTime(3000, 2000);
setTime(3000, 3000);
confirmCurrentFrame(3);
confirmNextFrame(4);
setTime(1980, 2000);
confirmCurrentFrame(2);
confirmNextFrame(1);
setTime(1980, 1980);
confirmCurrentFrame(2);
confirmNextFrame(1);
setTime(1200, 1200);
confirmCurrentFrame(2);
confirmNextFrame(1);
setTime(-500, 1000);
confirmCurrentFrame(1);
confirmNextFrame(0);
setTime(-500, 0);
confirmCurrentFrame(0);
confirmNextFrame(null);
setTime(-500, -500);
confirmCurrentFrame(0);
confirmNextFrame(null);
}
private void setTime(double set, double? expect)
{
Assert.AreEqual(expect, handler.SetFrameFromTime(set));
}
private void confirmCurrentFrame(int? frame)
{
if (frame.HasValue)
{
Assert.IsNotNull(handler.CurrentFrame);
Assert.AreEqual(replay.Frames[frame.Value].Time, handler.CurrentFrame.Time);
}
else
{
Assert.IsNull(handler.CurrentFrame);
}
}
private void confirmNextFrame(int? frame)
{
if (frame.HasValue)
{
Assert.IsNotNull(handler.NextFrame);
Assert.AreEqual(replay.Frames[frame.Value].Time, handler.NextFrame.Time);
}
else
{
Assert.IsNull(handler.NextFrame);
}
}
private class TestReplayFrame : ReplayFrame
{
public readonly bool IsImportant;
public TestReplayFrame(double time, bool isImportant = false)
: base(time)
{
IsImportant = isImportant;
}
}
private class TestInputHandler : FramedReplayInputHandler<TestReplayFrame>
{
public TestInputHandler(Replay replay)
: base(replay)
{
}
protected override double AllowedImportantTimeSpan => 1000;
protected override bool IsImportant(TestReplayFrame frame) => frame?.IsImportant ?? false;
}
}
}

View File

@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Replays
protected List<ReplayFrame> Frames => replay.Frames;
public TFrame CurrentFrame => !HasFrames || !currentFrameIndex.HasValue ? null : (TFrame)Frames[currentFrameIndex.Value];
public TFrame NextFrame => !HasFrames ? null : (TFrame)Frames[nextFrameIndex];
public TFrame NextFrame => !HasFrames || ((currentDirection > 0 && currentFrameIndex == Frames.Count - 1) || (currentDirection < 0 && currentFrameIndex == 0)) ? null : (TFrame)Frames[nextFrameIndex];
private int? currentFrameIndex;
@ -48,7 +48,10 @@ namespace osu.Game.Rulesets.Replays
private const double sixty_frame_time = 1000.0 / 60;
protected double CurrentTime { get; private set; }
protected virtual double AllowedImportantTimeSpan => sixty_frame_time * 1.2;
protected double? CurrentTime { get; private set; }
private int currentDirection;
/// <summary>
@ -64,7 +67,7 @@ namespace osu.Game.Rulesets.Replays
//a button is in a pressed state
IsImportant(currentDirection > 0 ? CurrentFrame : NextFrame) &&
//the next frame is within an allowable time span
Math.Abs(CurrentTime - NextFrame?.Time ?? 0) <= sixty_frame_time * 1.2;
Math.Abs(CurrentTime - NextFrame?.Time ?? 0) <= AllowedImportantTimeSpan;
protected virtual bool IsImportant(TFrame frame) => false;
@ -77,27 +80,34 @@ namespace osu.Game.Rulesets.Replays
/// <returns>The usable time value. If null, we should not advance time as we do not have enough data.</returns>
public override double? SetFrameFromTime(double time)
{
currentDirection = time.CompareTo(CurrentTime);
if (currentDirection == 0) currentDirection = 1;
if (!CurrentTime.HasValue)
{
CurrentTime = time;
currentDirection = 1;
}
else
{
currentDirection = time.CompareTo(CurrentTime);
if (currentDirection == 0) currentDirection = 1;
}
if (HasFrames)
{
// check if the next frame is in the "future" for the current playback direction
if (currentDirection != time.CompareTo(NextFrame.Time))
// check if the next frame is valid for the current playback direction.
// validity is if the next frame is equal or "earlier"
var compare = time.CompareTo(NextFrame?.Time);
if (compare == 0 || compare == currentDirection)
{
if (advanceFrame())
return CurrentTime = CurrentFrame.Time;
}
else
{
// if we didn't change frames, we need to ensure we are allowed to run frames in between, else return null.
if (inImportantSection)
return null;
}
else if (advanceFrame())
{
// If going backwards, we need to execute once _before_ the frame time to reverse any judgements
// that would occur as a result of this frame in forward playback
if (currentDirection == -1)
return CurrentTime = CurrentFrame.Time - 1;
return CurrentTime = CurrentFrame.Time;
}
}
return CurrentTime = time;