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https://github.com/ppy/osu.git
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Merge branch 'master' into master
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commit
b8fe2e5f4f
@ -1,8 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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@ -12,7 +10,6 @@ using osu.Framework.Audio;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Testing;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Framework.Timing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Replays;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects;
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@ -36,16 +33,16 @@ namespace osu.Game.Rulesets.Osu.Tests
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private const double spinner_duration = 6000;
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private const double spinner_duration = 6000;
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[Resolved]
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[Resolved]
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private AudioManager audioManager { get; set; }
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private AudioManager audioManager { get; set; } = null!;
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protected override bool Autoplay => true;
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protected override bool Autoplay => true;
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new ScoreExposedPlayer();
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new ScoreExposedPlayer();
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null)
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=> new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
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=> new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
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private DrawableSpinner drawableSpinner;
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private DrawableSpinner drawableSpinner = null!;
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private SpriteIcon spinnerSymbol => drawableSpinner.ChildrenOfType<SpriteIcon>().Single();
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private SpriteIcon spinnerSymbol => drawableSpinner.ChildrenOfType<SpriteIcon>().Single();
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[SetUpSteps]
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[SetUpSteps]
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@ -67,12 +64,12 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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{
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trackerRotationTolerance = Math.Abs(drawableSpinner.RotationTracker.Rotation * 0.1f);
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trackerRotationTolerance = Math.Abs(drawableSpinner.RotationTracker.Rotation * 0.1f);
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});
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});
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AddAssert("is disc rotation not almost 0", () => !Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, 0, 100));
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AddAssert("is disc rotation not almost 0", () => drawableSpinner.RotationTracker.Rotation, () => Is.Not.EqualTo(0).Within(100));
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AddAssert("is disc rotation absolute not almost 0", () => !Precision.AlmostEquals(drawableSpinner.Result.RateAdjustedRotation, 0, 100));
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AddAssert("is disc rotation absolute not almost 0", () => drawableSpinner.Result.RateAdjustedRotation, () => Is.Not.EqualTo(0).Within(100));
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addSeekStep(0);
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addSeekStep(0);
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AddAssert("is disc rotation almost 0", () => Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, 0, trackerRotationTolerance));
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AddAssert("is disc rotation almost 0", () => drawableSpinner.RotationTracker.Rotation, () => Is.EqualTo(0).Within(trackerRotationTolerance));
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AddAssert("is disc rotation absolute almost 0", () => Precision.AlmostEquals(drawableSpinner.Result.RateAdjustedRotation, 0, 100));
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AddAssert("is disc rotation absolute almost 0", () => drawableSpinner.Result.RateAdjustedRotation, () => Is.EqualTo(0).Within(100));
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}
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}
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[Test]
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[Test]
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@ -100,20 +97,20 @@ namespace osu.Game.Rulesets.Osu.Tests
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// we want to make sure that the rotation at time 2500 is in the same direction as at time 5000, but about half-way in.
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// we want to make sure that the rotation at time 2500 is in the same direction as at time 5000, but about half-way in.
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// due to the exponential damping applied we're allowing a larger margin of error of about 10%
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// due to the exponential damping applied we're allowing a larger margin of error of about 10%
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// (5% relative to the final rotation value, but we're half-way through the spin).
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// (5% relative to the final rotation value, but we're half-way through the spin).
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() => Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, finalTrackerRotation / 2, trackerRotationTolerance));
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() => drawableSpinner.RotationTracker.Rotation, () => Is.EqualTo(finalTrackerRotation / 2).Within(trackerRotationTolerance));
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AddAssert("symbol rotation rewound",
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AddAssert("symbol rotation rewound",
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() => Precision.AlmostEquals(spinnerSymbol.Rotation, finalSpinnerSymbolRotation / 2, spinnerSymbolRotationTolerance));
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() => spinnerSymbol.Rotation, () => Is.EqualTo(finalSpinnerSymbolRotation / 2).Within(spinnerSymbolRotationTolerance));
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AddAssert("is cumulative rotation rewound",
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AddAssert("is cumulative rotation rewound",
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// cumulative rotation is not damped, so we're treating it as the "ground truth" and allowing a comparatively smaller margin of error.
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// cumulative rotation is not damped, so we're treating it as the "ground truth" and allowing a comparatively smaller margin of error.
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() => Precision.AlmostEquals(drawableSpinner.Result.RateAdjustedRotation, finalCumulativeTrackerRotation / 2, 100));
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() => drawableSpinner.Result.RateAdjustedRotation, () => Is.EqualTo(finalCumulativeTrackerRotation / 2).Within(100));
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addSeekStep(spinner_start_time + 5000);
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addSeekStep(spinner_start_time + 5000);
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AddAssert("is disc rotation almost same",
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AddAssert("is disc rotation almost same",
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() => Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, finalTrackerRotation, trackerRotationTolerance));
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() => drawableSpinner.RotationTracker.Rotation, () => Is.EqualTo(finalTrackerRotation).Within(trackerRotationTolerance));
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AddAssert("is symbol rotation almost same",
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AddAssert("is symbol rotation almost same",
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() => Precision.AlmostEquals(spinnerSymbol.Rotation, finalSpinnerSymbolRotation, spinnerSymbolRotationTolerance));
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() => spinnerSymbol.Rotation, () => Is.EqualTo(finalSpinnerSymbolRotation).Within(spinnerSymbolRotationTolerance));
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AddAssert("is cumulative rotation almost same",
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AddAssert("is cumulative rotation almost same",
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() => Precision.AlmostEquals(drawableSpinner.Result.RateAdjustedRotation, finalCumulativeTrackerRotation, 100));
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() => drawableSpinner.Result.RateAdjustedRotation, () => Is.EqualTo(finalCumulativeTrackerRotation).Within(100));
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}
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}
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[Test]
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[Test]
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@ -177,10 +174,10 @@ namespace osu.Game.Rulesets.Osu.Tests
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AddStep("retrieve spm", () => estimatedSpm = drawableSpinner.SpinsPerMinute.Value);
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AddStep("retrieve spm", () => estimatedSpm = drawableSpinner.SpinsPerMinute.Value);
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addSeekStep(2000);
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addSeekStep(2000);
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AddAssert("spm still valid", () => Precision.AlmostEquals(drawableSpinner.SpinsPerMinute.Value, estimatedSpm, 1.0));
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AddAssert("spm still valid", () => drawableSpinner.SpinsPerMinute.Value, () => Is.EqualTo(estimatedSpm).Within(1.0));
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addSeekStep(1000);
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addSeekStep(1000);
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AddAssert("spm still valid", () => Precision.AlmostEquals(drawableSpinner.SpinsPerMinute.Value, estimatedSpm, 1.0));
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AddAssert("spm still valid", () => drawableSpinner.SpinsPerMinute.Value, () => Is.EqualTo(estimatedSpm).Within(1.0));
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}
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}
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[TestCase(0.5)]
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[TestCase(0.5)]
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AddStep("adjust track rate", () => ((MasterGameplayClockContainer)Player.GameplayClockContainer).UserPlaybackRate.Value = rate);
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AddStep("adjust track rate", () => ((MasterGameplayClockContainer)Player.GameplayClockContainer).UserPlaybackRate.Value = rate);
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addSeekStep(1000);
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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("progress almost same", () => expectedProgress, () => Is.EqualTo(drawableSpinner.Progress).Within(0.05));
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AddAssert("spm almost same", () => Precision.AlmostEquals(expectedSpm, drawableSpinner.SpinsPerMinute.Value, 2.0));
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AddAssert("spm almost same", () => expectedSpm, () => Is.EqualTo(drawableSpinner.SpinsPerMinute.Value).Within(2.0));
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}
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}
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private void addSeekStep(double time)
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private void addSeekStep(double time)
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{
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{
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AddStep($"seek to {time}", () => Player.GameplayClockContainer.Seek(time));
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AddStep($"seek to {time}", () => Player.GameplayClockContainer.Seek(time));
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AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(time, Player.DrawableRuleset.FrameStableClock.CurrentTime, 100));
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AddUntilStep("wait for seek to finish", () => time, () => Is.EqualTo(Player.DrawableRuleset.FrameStableClock.CurrentTime).Within(100));
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}
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}
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private void transformReplay(Func<Replay, Replay> replayTransformation) => AddStep("set replay", () =>
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private void transformReplay(Func<Replay, Replay> replayTransformation) => AddStep("set replay", () =>
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@ -1,8 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using NUnit.Framework;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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AddStep("seek near end", () => Clock.Seek(Clock.TrackLength - 250));
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AddStep("seek near end", () => Clock.Seek(Clock.TrackLength - 250));
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AddUntilStep("clock stops", () => !Clock.IsRunning);
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AddUntilStep("clock stops", () => !Clock.IsRunning);
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AddAssert("clock stopped at end", () => Clock.CurrentTime == Clock.TrackLength);
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AddUntilStep("clock stopped at end", () => Clock.CurrentTime, () => Is.EqualTo(Clock.TrackLength));
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AddStep("start clock again", () => Clock.Start());
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AddStep("start clock again", () => Clock.Start());
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AddAssert("clock looped to start", () => Clock.IsRunning && Clock.CurrentTime < 500);
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AddAssert("clock looped to start", () => Clock.IsRunning && Clock.CurrentTime < 500);
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AddAssert("clock stopped", () => !Clock.IsRunning);
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AddAssert("clock stopped", () => !Clock.IsRunning);
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AddStep("seek exactly to end", () => Clock.Seek(Clock.TrackLength));
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AddStep("seek exactly to end", () => Clock.Seek(Clock.TrackLength));
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AddAssert("clock stopped at end", () => Clock.CurrentTime == Clock.TrackLength);
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AddAssert("clock stopped at end", () => Clock.CurrentTime, () => Is.EqualTo(Clock.TrackLength));
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AddStep("start clock again", () => Clock.Start());
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AddStep("start clock again", () => Clock.Start());
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AddAssert("clock looped to start", () => Clock.IsRunning && Clock.CurrentTime < 500);
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AddAssert("clock looped to start", () => Clock.IsRunning && Clock.CurrentTime < 500);
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AddStep("stop clock", () => Clock.Stop());
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AddStep("stop clock", () => Clock.Stop());
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AddStep("seek before start time", () => Clock.Seek(-1000));
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AddStep("seek before start time", () => Clock.Seek(-1000));
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AddAssert("time is clamped to 0", () => Clock.CurrentTime == 0);
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AddAssert("time is clamped to 0", () => Clock.CurrentTime, () => Is.EqualTo(0));
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AddStep("seek beyond track length", () => Clock.Seek(Clock.TrackLength + 1000));
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AddStep("seek beyond track length", () => Clock.Seek(Clock.TrackLength + 1000));
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AddAssert("time is clamped to track length", () => Clock.CurrentTime == Clock.TrackLength);
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AddAssert("time is clamped to track length", () => Clock.CurrentTime, () => Is.EqualTo(Clock.TrackLength));
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AddStep("seek smoothly before start time", () => Clock.SeekSmoothlyTo(-1000));
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AddStep("seek smoothly before start time", () => Clock.SeekSmoothlyTo(-1000));
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AddAssert("time is clamped to 0", () => Clock.CurrentTime == 0);
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AddUntilStep("time is clamped to 0", () => Clock.CurrentTime, () => Is.EqualTo(0));
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AddStep("seek smoothly beyond track length", () => Clock.SeekSmoothlyTo(Clock.TrackLength + 1000));
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AddStep("seek smoothly beyond track length", () => Clock.SeekSmoothlyTo(Clock.TrackLength + 1000));
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AddAssert("time is clamped to track length", () => Clock.CurrentTime == Clock.TrackLength);
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AddUntilStep("time is clamped to track length", () => Clock.CurrentTime, () => Is.EqualTo(Clock.TrackLength));
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}
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}
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protected override void Dispose(bool isDisposing)
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protected override void Dispose(bool isDisposing)
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