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osu-lazer/osu.Game.Tests/NonVisual/TestSceneTimedDifficultyCalculation.cs
T
StanR fadb1c3f2c Calculate clock time when creating difficulty hit objects (#36962)
This change removes `clockRate` precalculation from
`DifficultyCalculator`.

The idea is that clock rate should be calculated in-place (ideally for
every object) since we store and access it using DHOs. This also
prevents anyone from accidentally passing clock rate to skills

Unfortunately osu uses clock rate to calculate OD for the whole map in
`CreateDifficultyAttributes` so we can't make it completely DHO-based,
but I think one single in-place call to `ModUtils.CalculateRateWithMods`
in `CreateDifficultyAttributes` is fine

---------

Co-authored-by: James Wilson <tsunyoku@gmail.com>
2026-03-16 21:17:49 +00:00

221 lines
8.0 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.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using NUnit.Framework;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Tests.Beatmaps;
using osu.Game.Utils;
namespace osu.Game.Tests.NonVisual
{
[TestFixture]
public class TestSceneTimedDifficultyCalculation
{
[Test]
public void TestAttributesGeneratedForEachObjectOnce()
{
var beatmap = new Beatmap<TestHitObject>
{
HitObjects =
{
new TestHitObject { StartTime = 1 },
new TestHitObject
{
StartTime = 2,
Nested = 1
},
new TestHitObject { StartTime = 3 },
}
};
List<TimedDifficultyAttributes> attribs = new TestDifficultyCalculator(new TestWorkingBeatmap(beatmap)).CalculateTimed();
Assert.That(attribs.Count, Is.EqualTo(3));
assertEquals(attribs[0], beatmap.HitObjects[0]);
assertEquals(attribs[1], beatmap.HitObjects[0], beatmap.HitObjects[1]);
assertEquals(attribs[2], beatmap.HitObjects[0], beatmap.HitObjects[1], beatmap.HitObjects[2]);
}
[Test]
public void TestAttributesGeneratedForSkippedObjects()
{
var beatmap = new Beatmap<TestHitObject>
{
HitObjects =
{
// The first object is usually skipped in all implementations
new TestHitObject
{
StartTime = 1,
Skip = true
},
// An intermediate skipped object.
new TestHitObject
{
StartTime = 2,
Skip = true
},
new TestHitObject { StartTime = 3 },
}
};
List<TimedDifficultyAttributes> attribs = new TestDifficultyCalculator(new TestWorkingBeatmap(beatmap)).CalculateTimed();
Assert.That(attribs.Count, Is.EqualTo(3));
assertEquals(attribs[0], beatmap.HitObjects[0]);
assertEquals(attribs[1], beatmap.HitObjects[0], beatmap.HitObjects[1]);
assertEquals(attribs[2], beatmap.HitObjects[0], beatmap.HitObjects[1], beatmap.HitObjects[2]);
}
[Test]
public void TestAttributesGeneratedOnceForSkippedObjects()
{
var beatmap = new Beatmap<TestHitObject>
{
HitObjects =
{
new TestHitObject { StartTime = 1 },
new TestHitObject
{
StartTime = 2,
Nested = 5,
Skip = true
},
new TestHitObject
{
StartTime = 3,
Skip = true
},
}
};
List<TimedDifficultyAttributes> attribs = new TestDifficultyCalculator(new TestWorkingBeatmap(beatmap)).CalculateTimed();
Assert.That(attribs.Count, Is.EqualTo(3));
assertEquals(attribs[0], beatmap.HitObjects[0]);
assertEquals(attribs[1], beatmap.HitObjects[0], beatmap.HitObjects[1]);
assertEquals(attribs[2], beatmap.HitObjects[0], beatmap.HitObjects[1], beatmap.HitObjects[2]);
}
private void assertEquals(TimedDifficultyAttributes attribs, params HitObject[] expected)
{
Assert.That(((TestDifficultyAttributes)attribs.Attributes).Objects, Is.EquivalentTo(expected));
}
private class TestHitObject : HitObject
{
/// <summary>
/// Whether to skip generating a difficulty representation for this object.
/// </summary>
public bool Skip { get; set; }
/// <summary>
/// Whether to generate nested difficulty representations for this object, and if so, how many.
/// </summary>
public int Nested { get; set; }
protected override void CreateNestedHitObjects(CancellationToken cancellationToken)
{
for (int i = 0; i < Nested; i++)
AddNested(new TestHitObject { StartTime = StartTime + 0.1 * i });
}
}
private class TestRuleset : Ruleset
{
public override IEnumerable<Mod> GetModsFor(ModType type) => Enumerable.Empty<Mod>();
public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod>? mods = null) => throw new NotImplementedException();
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap) => new PassThroughBeatmapConverter(beatmap);
public override DifficultyCalculator CreateDifficultyCalculator(IWorkingBeatmap beatmap) => new TestDifficultyCalculator(beatmap);
public override string Description => string.Empty;
public override string ShortName => string.Empty;
private class PassThroughBeatmapConverter : IBeatmapConverter
{
public event Action<HitObject, IEnumerable<HitObject>>? ObjectConverted
{
add { }
remove { }
}
public IBeatmap Beatmap { get; }
public PassThroughBeatmapConverter(IBeatmap beatmap)
{
Beatmap = beatmap;
}
public bool CanConvert() => true;
public IBeatmap Convert(CancellationToken cancellationToken = default) => Beatmap;
}
}
private class TestDifficultyCalculator : DifficultyCalculator
{
public TestDifficultyCalculator(IWorkingBeatmap beatmap)
: base(new TestRuleset().RulesetInfo, beatmap)
{
}
protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills)
=> new TestDifficultyAttributes { Objects = beatmap.HitObjects.ToArray() };
protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods)
{
List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
double clockRate = ModUtils.CalculateRateWithMods(mods);
foreach (var obj in beatmap.HitObjects.OfType<TestHitObject>())
{
if (!obj.Skip)
objects.Add(new DifficultyHitObject(obj, obj, clockRate, objects, objects.Count));
foreach (var nested in obj.NestedHitObjects)
objects.Add(new DifficultyHitObject(nested, nested, clockRate, objects, objects.Count));
}
return objects;
}
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => new Skill[] { new PassThroughSkill(mods) };
private class PassThroughSkill : Skill
{
public PassThroughSkill(Mod[] mods)
: base(mods)
{
}
protected override double ProcessInternal(DifficultyHitObject current)
{
return 0;
}
public override double DifficultyValue() => 1;
}
}
private class TestDifficultyAttributes : DifficultyAttributes
{
public HitObject[] Objects = Array.Empty<HitObject>();
}
}
}