mirror of
https://github.com/ppy/osu.git
synced 2024-12-16 03:02:53 +08:00
402 lines
12 KiB
C#
402 lines
12 KiB
C#
// 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.
|
|
|
|
#nullable disable
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
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
|
|
{
|
|
HasReceivedAllFrames = false
|
|
});
|
|
}
|
|
|
|
[Test]
|
|
public void TestNormalPlayback()
|
|
{
|
|
setReplayFrames();
|
|
|
|
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()
|
|
{
|
|
setReplayFrames();
|
|
|
|
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()
|
|
{
|
|
setReplayFrames();
|
|
|
|
setTime(2800, 0);
|
|
setTime(2800, 1000);
|
|
setTime(2800, 2000);
|
|
setTime(2800, 2800);
|
|
confirmCurrentFrame(2);
|
|
confirmNextFrame(3);
|
|
|
|
// pivot without crossing a frame boundary
|
|
setTime(2700, 2700);
|
|
confirmCurrentFrame(2);
|
|
confirmNextFrame(3);
|
|
|
|
// cross current frame boundary
|
|
setTime(1980, 2000);
|
|
confirmCurrentFrame(2);
|
|
confirmNextFrame(3);
|
|
|
|
setTime(1200, 1200);
|
|
confirmCurrentFrame(1);
|
|
confirmNextFrame(2);
|
|
|
|
// ensure each frame plays out until start
|
|
setTime(-500, 1000);
|
|
confirmCurrentFrame(1);
|
|
confirmNextFrame(2);
|
|
|
|
setTime(-500, 0);
|
|
confirmCurrentFrame(0);
|
|
confirmNextFrame(1);
|
|
|
|
setTime(-500, -500);
|
|
confirmCurrentFrame(null);
|
|
confirmNextFrame(0);
|
|
}
|
|
|
|
[Test]
|
|
public void TestRewindInsideImportantSection()
|
|
{
|
|
setReplayFrames();
|
|
fastForwardToPoint(3000);
|
|
|
|
setTime(4000, 4000);
|
|
confirmCurrentFrame(4);
|
|
confirmNextFrame(5);
|
|
|
|
setTime(3500, null);
|
|
confirmCurrentFrame(3);
|
|
confirmNextFrame(4);
|
|
|
|
setTime(3000, 3000);
|
|
confirmCurrentFrame(3);
|
|
confirmNextFrame(4);
|
|
|
|
setTime(3500, null);
|
|
confirmCurrentFrame(3);
|
|
confirmNextFrame(4);
|
|
|
|
setTime(4000, 4000);
|
|
confirmCurrentFrame(4);
|
|
confirmNextFrame(5);
|
|
|
|
setTime(4500, null);
|
|
confirmCurrentFrame(4);
|
|
confirmNextFrame(5);
|
|
|
|
setTime(4000, 4000);
|
|
confirmCurrentFrame(4);
|
|
confirmNextFrame(5);
|
|
|
|
setTime(3500, null);
|
|
confirmCurrentFrame(3);
|
|
confirmNextFrame(4);
|
|
|
|
setTime(3000, 3000);
|
|
confirmCurrentFrame(3);
|
|
confirmNextFrame(4);
|
|
}
|
|
|
|
[Test]
|
|
public void TestRewindOutOfImportantSection()
|
|
{
|
|
setReplayFrames();
|
|
fastForwardToPoint(3500);
|
|
|
|
confirmCurrentFrame(3);
|
|
confirmNextFrame(4);
|
|
|
|
setTime(3200, null);
|
|
confirmCurrentFrame(3);
|
|
confirmNextFrame(4);
|
|
|
|
setTime(3000, 3000);
|
|
confirmCurrentFrame(3);
|
|
confirmNextFrame(4);
|
|
|
|
setTime(2800, 2800);
|
|
confirmCurrentFrame(2);
|
|
confirmNextFrame(3);
|
|
}
|
|
|
|
[Test]
|
|
public void TestReplayStreaming()
|
|
{
|
|
// no frames are arrived yet
|
|
setTime(0, null);
|
|
setTime(1000, null);
|
|
Assert.IsTrue(handler.WaitingForFrame, "Should be waiting for the first frame");
|
|
|
|
replay.Frames.Add(new TestReplayFrame(0));
|
|
replay.Frames.Add(new TestReplayFrame(1000));
|
|
|
|
// should always play from beginning
|
|
setTime(1000, 0);
|
|
confirmCurrentFrame(0);
|
|
Assert.IsFalse(handler.WaitingForFrame, "Should not be waiting yet");
|
|
setTime(1000, 1000);
|
|
confirmCurrentFrame(1);
|
|
confirmNextFrame(null);
|
|
Assert.IsTrue(handler.WaitingForFrame, "Should be waiting");
|
|
|
|
// cannot seek beyond the last frame
|
|
setTime(1500, null);
|
|
confirmCurrentFrame(1);
|
|
|
|
setTime(-100, 0);
|
|
confirmCurrentFrame(0);
|
|
|
|
// can seek to the point before the first frame, however
|
|
setTime(-100, -100);
|
|
confirmCurrentFrame(null);
|
|
confirmNextFrame(0);
|
|
|
|
fastForwardToPoint(1000);
|
|
setTime(3000, null);
|
|
replay.Frames.Add(new TestReplayFrame(2000));
|
|
confirmCurrentFrame(1);
|
|
setTime(1000, 1000);
|
|
setTime(3000, 2000);
|
|
}
|
|
|
|
[Test]
|
|
public void TestMultipleFramesSameTime()
|
|
{
|
|
replay.Frames.Add(new TestReplayFrame(0));
|
|
replay.Frames.Add(new TestReplayFrame(0));
|
|
replay.Frames.Add(new TestReplayFrame(1000));
|
|
replay.Frames.Add(new TestReplayFrame(1000));
|
|
replay.Frames.Add(new TestReplayFrame(2000));
|
|
|
|
// forward direction is prioritized when multiple frames have the same time.
|
|
setTime(0, 0);
|
|
setTime(0, 0);
|
|
|
|
setTime(2000, 1000);
|
|
setTime(2000, 1000);
|
|
|
|
setTime(1000, 1000);
|
|
setTime(1000, 1000);
|
|
setTime(-100, 1000);
|
|
setTime(-100, 0);
|
|
setTime(-100, 0);
|
|
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<T>.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<TestReplayFrame>()
|
|
.Where(f => f.Time == repeating_time)
|
|
.Select(f => f.FrameIndex);
|
|
|
|
Assert.That(repeatingTimeFramesData, Is.Ordered.Ascending);
|
|
}
|
|
|
|
private void setReplayFrames()
|
|
{
|
|
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),
|
|
};
|
|
replay.HasReceivedAllFrames = true;
|
|
}
|
|
|
|
private void fastForwardToPoint(double destination)
|
|
{
|
|
for (int i = 0; i < 1000; i++)
|
|
{
|
|
double? time = handler.SetFrameFromTime(destination);
|
|
if (time == null || time == destination)
|
|
return;
|
|
}
|
|
|
|
throw new TimeoutException("Seek was never fulfilled");
|
|
}
|
|
|
|
private void setTime(double set, double? expect)
|
|
{
|
|
Assert.AreEqual(expect, handler.SetFrameFromTime(set), "Unexpected return value");
|
|
}
|
|
|
|
private void confirmCurrentFrame(int? frame)
|
|
{
|
|
Assert.AreEqual(frame is int x ? replay.Frames[x].Time : null, handler.CurrentFrame?.Time, "Unexpected current frame");
|
|
}
|
|
|
|
private void confirmNextFrame(int? frame)
|
|
{
|
|
Assert.AreEqual(frame is int x ? replay.Frames[x].Time : null, handler.NextFrame?.Time, "Unexpected next frame");
|
|
}
|
|
|
|
private class TestReplayFrame : ReplayFrame
|
|
{
|
|
public readonly bool IsImportant;
|
|
public readonly int FrameIndex;
|
|
|
|
public TestReplayFrame(double time, bool isImportant = false, int frameIndex = 0)
|
|
: base(time)
|
|
{
|
|
IsImportant = isImportant;
|
|
FrameIndex = frameIndex;
|
|
}
|
|
}
|
|
|
|
private class TestInputHandler : FramedReplayInputHandler<TestReplayFrame>
|
|
{
|
|
public TestInputHandler(Replay replay)
|
|
: base(replay)
|
|
{
|
|
FrameAccuratePlayback = true;
|
|
}
|
|
|
|
protected override double AllowedImportantTimeSpan => 1000;
|
|
|
|
protected override bool IsImportant(TestReplayFrame frame) => frame.IsImportant;
|
|
}
|
|
}
|
|
}
|