mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 09:07:25 +08:00
Fix many behavioural issues and add tests
This commit is contained in:
parent
09a7950a3b
commit
70f99400ad
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
211
osu.Game.Tests/NonVisual/FramedReplayinputHandlerTest.cs
Normal file
211
osu.Game.Tests/NonVisual/FramedReplayinputHandlerTest.cs
Normal file
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
@ -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;
|
||||
|
||||
@ -76,28 +79,35 @@ namespace osu.Game.Rulesets.Replays
|
||||
/// <param name="time">The time which we should use for finding the current frame.</param>
|
||||
/// <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)
|
||||
{
|
||||
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;
|
||||
|
Loading…
Reference in New Issue
Block a user