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osu-lazer/osu.Game.Tests/NonVisual/FramedReplayInputHandlerTest.cs
T
Dean Herbert a996261304 Update lots of packages (#36996)
It's been a while.

Notes:

- `SharpCompress` usages changed a bit. Manually adjusted these, mostly
just renames or adjusted parameters.
- nUnit 3 -> 4 migrated using
https://gist.github.com/peppy/07994386d793a117350cb5f24b156585. there's
a mode in this script to update to the newer `Assert.That` syntax but it
requires fixes and couldn't really be bothered.
- DeepEqual nuked as the only usage was on a disabled test. The reason
it's disabled has been merged upstream, but it's failing for other
(realm) reasons which I don't think is worthwhile to investigate for
now.
- This bumps Moq. I think the author is back in a sensible headspace and
the new version has the stupid shit removed, so probably okay? Nice to
be on a level playing field with packages for once in a long time.
- Automapper is silly, but we've discussed this elsewhere.
- `TestRealmKeyBindingStore` failures are a wildcard, but fixed by using
a more standardised testing method. Dunno why, don't care.

---------

Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
2026-03-17 03:58:02 +09:00

406 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 NUnit.Framework.Legacy;
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);
ClassicAssert.True(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);
ClassicAssert.False(handler.WaitingForFrame, "Should not be waiting yet");
setTime(1000, 1000);
confirmCurrentFrame(1);
confirmNextFrame(null);
ClassicAssert.True(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)
{
ClassicAssert.AreEqual(expect, handler.SetFrameFromTime(set), "Unexpected return value");
}
private void confirmCurrentFrame(int? frame)
{
ClassicAssert.AreEqual(frame is int x ? replay.Frames[x].Time : null, handler.CurrentFrame?.Time, "Unexpected current frame");
}
private void confirmNextFrame(int? frame)
{
ClassicAssert.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;
}
public override bool IsEquivalentTo(ReplayFrame other)
=> other is TestReplayFrame testFrame && Time == testFrame.Time && IsImportant == testFrame.IsImportant && FrameIndex == testFrame.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;
}
}
}