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osu-lazer/osu.Game.Tests/NonVisual/FirstAvailableHitWindowsTest.cs
T
Bartłomiej Dach 8b542e5442 Refactor hit windows class structure to reduce rigidity
This change pulls back a significant degree of overspecialisation and
rigidity in the class structure of `HitWindows` to make subsequent
changes to hit windows, whose purpose is to improve replay playback
accuracy, possible to do cleanly.

Notably:

- `HitWindows` is full abstract now. In a few use cases, and as a
  reference for ruleset implementors, `DefaultHitWindows` is provided as
  a separate class instead.

  This fixes the weirdness wherein `HitWindows` always declared 6 fields
  for result types but some of them would never be set to a non-zero
  value or read.

- `HitWindow.GetRanges()` is deleted because it is overspecialised and
  prevents being able to adjust hitwindows by ±0.5ms cleanly which will
  be required later.

  The fallout of this is that the assertion that used `GetRanges()` in
  the `HitWindows` ctor must use something else now, and the closest
  thing to it was `GetAllAvailableWindows()`, which didn't return
  the miss window - so I made it return the miss window and fixed the
  one consumer that didn't want it (bar hit error meter) to skip it.

- Diff also contains some clean-up around `DifficultyRange` to unify
  handling of it.
2025-06-25 08:40:12 +02:00

136 lines
5.2 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.Diagnostics.CodeAnalysis;
using NUnit.Framework;
using osu.Framework.Audio;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
namespace osu.Game.Tests.NonVisual
{
public partial class FirstAvailableHitWindowsTest
{
private TestDrawableRuleset testDrawableRuleset;
[SetUp]
public void Setup()
{
testDrawableRuleset = new TestDrawableRuleset();
}
[Test]
public void TestResultIfOnlyParentHitWindowIsEmpty()
{
var testObject = new TestHitObject(HitWindows.Empty);
HitObject nested = new TestHitObject(new DefaultHitWindows());
testObject.AddNested(nested);
testDrawableRuleset.HitObjects = new List<HitObject> { testObject };
Assert.AreSame(testDrawableRuleset.FirstAvailableHitWindows, nested.HitWindows);
}
[Test]
public void TestResultIfParentHitWindowsIsNotEmpty()
{
var testObject = new TestHitObject(new DefaultHitWindows());
HitObject nested = new TestHitObject(new DefaultHitWindows());
testObject.AddNested(nested);
testDrawableRuleset.HitObjects = new List<HitObject> { testObject };
Assert.AreSame(testDrawableRuleset.FirstAvailableHitWindows, testObject.HitWindows);
}
[Test]
public void TestResultIfParentAndChildHitWindowsAreEmpty()
{
var firstObject = new TestHitObject(HitWindows.Empty);
HitObject nested = new TestHitObject(HitWindows.Empty);
firstObject.AddNested(nested);
var secondObject = new TestHitObject(new DefaultHitWindows());
testDrawableRuleset.HitObjects = new List<HitObject> { firstObject, secondObject };
Assert.AreSame(testDrawableRuleset.FirstAvailableHitWindows, secondObject.HitWindows);
}
[Test]
public void TestResultIfAllHitWindowsAreEmpty()
{
var firstObject = new TestHitObject(HitWindows.Empty);
HitObject nested = new TestHitObject(HitWindows.Empty);
firstObject.AddNested(nested);
testDrawableRuleset.HitObjects = new List<HitObject> { firstObject };
Assert.IsNull(testDrawableRuleset.FirstAvailableHitWindows);
}
[SuppressMessage("ReSharper", "UnassignedGetOnlyAutoProperty")]
private partial class TestDrawableRuleset : DrawableRuleset
{
public List<HitObject> HitObjects;
public override IEnumerable<HitObject> Objects => HitObjects;
public override event Action<JudgementResult> NewResult
{
add => throw new InvalidOperationException($"{nameof(NewResult)} operations not supported in test context");
remove => throw new InvalidOperationException($"{nameof(NewResult)} operations not supported in test context");
}
public override event Action<JudgementResult> RevertResult
{
add => throw new InvalidOperationException($"{nameof(RevertResult)} operations not supported in test context");
remove => throw new InvalidOperationException($"{nameof(RevertResult)} operations not supported in test context");
}
public override IAdjustableAudioComponent Audio { get; }
public override Playfield Playfield { get; }
public override PlayfieldAdjustmentContainer PlayfieldAdjustmentContainer { get; }
public override Container Overlays { get; }
public override Container FrameStableComponents { get; }
public override IFrameStableClock FrameStableClock { get; }
internal override bool FrameStablePlayback { get; set; }
public override bool AllowBackwardsSeeks { get; set; }
public override IReadOnlyList<Mod> Mods { get; }
public override double GameplayStartTime { get; }
public override GameplayCursorContainer Cursor { get; }
public TestDrawableRuleset()
: base(new OsuRuleset())
{
}
public override void SetReplayScore(Score replayScore) => throw new NotImplementedException();
public override void SetRecordTarget(Score score) => throw new NotImplementedException();
public override void RequestResume(Action continueResume) => throw new NotImplementedException();
public override void CancelResume() => throw new NotImplementedException();
}
public class TestHitObject : HitObject
{
public TestHitObject(HitWindows hitWindows)
{
HitWindows = hitWindows;
HitWindows.SetDifficulty(0.5f);
}
public new void AddNested(HitObject nested) => base.AddNested(nested);
}
}
}