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8367bb6bee
See inline comment for reasoning. It's a bit complicated.
204 lines
7.0 KiB
C#
204 lines
7.0 KiB
C#
// 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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#nullable disable
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using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Spectate;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Tests.OnlinePlay
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{
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// NOTE: This test scene never calls ProcessFrame on clocks.
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// The current tests are fine without this as they are testing very static scenarios, but it's worth knowing
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// if adding further tests to this class.
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[HeadlessTest]
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public partial class TestSceneCatchUpSyncManager : OsuTestScene
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{
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private GameplayClockContainer master;
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private SpectatorSyncManager syncManager;
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private Dictionary<SpectatorPlayerClock, int> clocksById;
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private SpectatorPlayerClock player1;
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private SpectatorPlayerClock player2;
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[SetUp]
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public void Setup()
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{
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syncManager = new SpectatorSyncManager(master = new GameplayClockContainer(new TestManualClock(), false, false));
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player1 = syncManager.CreateManagedClock();
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player2 = syncManager.CreateManagedClock();
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clocksById = new Dictionary<SpectatorPlayerClock, int>
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{
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{ player1, 1 },
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{ player2, 2 }
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};
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Schedule(() =>
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{
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Children = new Drawable[]
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{
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syncManager,
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master
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};
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});
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}
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[Test]
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public void TestPlayerClocksStartWhenAllHaveFrames()
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{
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setWaiting(() => player1, false);
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assertPlayerClockState(() => player1, false);
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assertPlayerClockState(() => player2, false);
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setWaiting(() => player2, false);
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assertPlayerClockState(() => player1, true);
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assertPlayerClockState(() => player2, true);
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}
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[Test]
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public void TestReadyPlayersStartWhenReadyForMaximumDelayTime()
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{
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setWaiting(() => player1, false);
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AddWaitStep($"wait {SpectatorSyncManager.MAXIMUM_START_DELAY} milliseconds", (int)Math.Ceiling(SpectatorSyncManager.MAXIMUM_START_DELAY / TimePerAction));
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assertPlayerClockState(() => player1, true);
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assertPlayerClockState(() => player2, false);
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}
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[Test]
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public void TestPlayerClockDoesNotCatchUpWhenSlightlyOutOfSync()
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{
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setAllWaiting(false);
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setMasterTime(SpectatorSyncManager.SYNC_TARGET + 1);
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assertCatchingUp(() => player1, false);
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}
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[Test]
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public void TestPlayerClockStartsCatchingUpWhenTooFarBehind()
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{
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setAllWaiting(false);
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setMasterTime(SpectatorSyncManager.MAX_SYNC_OFFSET + 1);
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assertCatchingUp(() => player1, true);
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assertCatchingUp(() => player2, true);
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}
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[Test]
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public void TestPlayerClockKeepsCatchingUpWhenSlightlyOutOfSync()
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{
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setAllWaiting(false);
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setMasterTime(SpectatorSyncManager.MAX_SYNC_OFFSET + 1);
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setPlayerClockTime(() => player1, SpectatorSyncManager.SYNC_TARGET + 1);
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assertCatchingUp(() => player1, true);
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}
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[Test]
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public void TestPlayerClockStopsCatchingUpWhenInSync()
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{
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setAllWaiting(false);
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setMasterTime(SpectatorSyncManager.MAX_SYNC_OFFSET + 2);
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setPlayerClockTime(() => player1, SpectatorSyncManager.SYNC_TARGET);
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assertCatchingUp(() => player1, false);
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assertCatchingUp(() => player2, true);
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}
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[Test]
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public void TestPlayerClockDoesNotStopWhenSlightlyAhead()
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{
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setAllWaiting(false);
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setPlayerClockTime(() => player1, -SpectatorSyncManager.SYNC_TARGET);
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assertCatchingUp(() => player1, false);
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assertPlayerClockState(() => player1, true);
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}
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[Test]
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public void TestPlayerClockStopsWhenTooFarAheadAndStartsWhenBackInSync()
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{
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setAllWaiting(false);
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setPlayerClockTime(() => player1, -SpectatorSyncManager.SYNC_TARGET - 1);
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// This is a silent catchup, where IsCatchingUp = false but IsRunning = false also.
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assertCatchingUp(() => player1, false);
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assertPlayerClockState(() => player1, false);
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setMasterTime(1);
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assertCatchingUp(() => player1, false);
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assertPlayerClockState(() => player1, true);
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}
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[Test]
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public void TestInSyncPlayerClockDoesNotStartIfWaitingOnFrames()
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{
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setAllWaiting(false);
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assertPlayerClockState(() => player1, true);
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setWaiting(() => player1, true);
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assertPlayerClockState(() => player1, false);
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}
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private void setWaiting(Func<SpectatorPlayerClock> playerClock, bool waiting)
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=> AddStep($"set player clock {clocksById[playerClock()]} waiting = {waiting}", () => playerClock().WaitingOnFrames = waiting);
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private void setAllWaiting(bool waiting) => AddStep($"set all player clocks waiting = {waiting}", () =>
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{
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player1.WaitingOnFrames = waiting;
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player2.WaitingOnFrames = waiting;
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});
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private void setMasterTime(double time)
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=> AddStep($"set master = {time}", () => master.Seek(time));
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/// <summary>
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/// clock.Time = master.Time - offsetFromMaster
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/// </summary>
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private void setPlayerClockTime(Func<SpectatorPlayerClock> playerClock, double offsetFromMaster)
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=> AddStep($"set player clock {clocksById[playerClock()]} = master - {offsetFromMaster}", () => playerClock().Seek(master.CurrentTime - offsetFromMaster));
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private void assertCatchingUp(Func<SpectatorPlayerClock> playerClock, bool catchingUp) =>
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AddAssert($"player clock {clocksById[playerClock()]} {(catchingUp ? "is" : "is not")} catching up", () => playerClock().IsCatchingUp == catchingUp);
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private void assertPlayerClockState(Func<SpectatorPlayerClock> playerClock, bool running)
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=> AddAssert($"player clock {clocksById[playerClock()]} {(running ? "is" : "is not")} running", () => playerClock().IsRunning == running);
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private class TestManualClock : ManualClock, IAdjustableClock
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{
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public TestManualClock()
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{
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IsRunning = true;
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}
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public void Start() => IsRunning = true;
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public void Stop() => IsRunning = false;
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public bool Seek(double position)
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{
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CurrentTime = position;
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return true;
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}
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public void Reset()
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{
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IsRunning = false;
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CurrentTime = 0;
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}
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public void ResetSpeedAdjustments()
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{
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}
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}
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}
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}
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